The Future Of Computer Games: Software That Thinks For Itself
COMPUTE'S
$2.50
June 1984 <S
Issue 12 Vol. 2, No. 6
02220 £1.95 UK $3.25 Canada
For Owners And Users Of Commodore VIC-20"And 64" Personal Computers
The Frantic
Fisherman
Battle the darting sharks
and stay out of the rain in
this lively action game for
the VIC and 64. '
Therapy
What kind of counselor is your computer?
"Therapy" might surprise you.
Also In This Issue:
The Beginner's
Corner
Machine Language
For Beginners
Home
Telecommunications
vusd'osazo"
06
Power
BASIC:
One-Touch
Keywords
Fingertip control of
52 BASIC keywords.
For the VIC and 64.
Castle
Dungeon
Defuse the ticking
time bombs and
avoid the guardian
monsters in this dark
dungeon maze. A
challenging all-
graphics adventure
game for the VIC
and 64.
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Commodore Is a trademark of
Commodore Electronics. Ltd.
Panther Computer Corporation
The Assembler
for the Commodore 64
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Commodore is a trademark of
Commodore Electronics, Ltd.
Commodore 64 disc r
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Dealer Inquiries Invited
1-800-222-7105
InCA 1-800-821-7644
Panther Computer Corporation
12021 Wilshire Blvd. Los Angeles, CA 90025
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Commodore Is a trademark o! Commodore Electronics, Ltd.
VIC 20 is a trademark ol Commodore Electronics. Lid.
Commodore 64 disc retail price: $29.95
VIC 20 cassette retail price: $15.95
Dealer Inquiries Invited
1-800-222-7105
In CA 1-800-821 -7644
Panther Computer Corporation
12021 Wilshire Blvd., Los Angeles, California 90025
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AAWWIIIIEEE!
The legend of Bruce lee lives on in the imagination and memory of millions of
fans throughout the world. And now, through the awesome power of the
computer, you too can relive the power of Bruce Lee.
Bruce Lee,H combines state-of-the-art technology with the
masterful moves of the martial arts. From devastating^ lethal
kicks and staccato thrusts to the unrestrained fury of every reflex,
the Bruce Lee game explodes with action.
All the force and controlled discipline of Bruce Lee is at your
command. You'll see it in his smooth and graceful leaps. You'll feel it in
your heart as you prepare to do battle with his ominous adversaries. Take
on the Green Yaino and Ninja in hand to hand combat as you fight your
way through 20 mysterious oriental settings. Unexpected dangers loom as
you make your way past exploding bushes and the fire wizard in your quest for
the ultimate treasure.
Bruce Lee. It not only lives up to the expectations of the best
programmers and players around. It lets you live out the life of a legend.
Even in your spare time.
Available now for Atari and Commodore 64 Computers, coming
soon for the Apple II series and IBM PC and PC/JR.
Contact your local dealer or send check or money order with
$3.00 postage and handling. California residents add 6.5% sales
tax to Datasoft.
Suggested retail $34.95.
Dmaofl* tt i ftpusnul uadcmu* of Iwuoft. Int"
TM Dstgnties i tradtmirk of Linda l/r
© TO ftru« Lee til rt|*h.u rtserod.
Unreal by Ziv Iriicnuuonal trie
C 1983 [ Mlacf ( lot
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Bv
Dabtyoft
Ratasofl. Inc. 1980S Nordhoff !>!:ice. Chatsworth. CA 91311
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SAUE HEW YORK
It was as peaceful a day as New York ever gets, when suddenly the sky went dark and
a monstwus droning noise lilted the air. Hordes ol grotesque aliens were swooping down from
all sides, biting into the Big Apple as if they hadn't eaten for days. They were laying eggs. too.
Horrible slimy things thai gol down into the subway tunnels and began clawing their way up.
If anyone was going to save the city, it would have to be me I leapt into my rocket and
began blasting away I thought I stood a fighting chance, but fuel s running low... another wave
of invaders on the horizon , . . signing off. . .
SAVE NEW YORK!" For the Commodore 64.
CREATIVE SOFTWARE
MSCtHAJM MMIWAHl
June 1984 Vol. 2, No. 6
The Future Of Computer Games: Software That Thinks For Itself Setby Bateman , 16
Inside View: The Designers Behind M.U.LE. Kathy Yakal 28
GAMES
3-D Tic-Tac-Tae Mark Doyle 50
Castle Dungeon Dave and Casey Gardner 52
Revenge Of Cyon Mike Reinman 56
The Frantic Fisherman David Lacey 58
V/64
V/64
V/64
V/64
Arcade-Style Games For The VIC-20: Skramble! And Cridder Harvey B. Herman 62 V
Easy Script: Word Processor For The 64 Shelby Neely 64 64
Worms? For The 64 Gregg Keizer 66 64
IFR (Flight Simulator) For The VIC-20 David Florance 70 V
EDUCATION/HOME APPLICATION
Computing For Families: New Standards In Home Learning, Part 2 Fred D'lgnazio 74 *
Therapy Steven Rubio 78 V/64
Spelling Critter Bob Nickel 82 V/64
Shape Match Michael Reich 84 V/64
Word Scramble Mike Salman 86 V/64
PROGRAMMING
The Beginner's Corner: Planning A Game Program C Regena 88 V/64
Inside Random Numbers Dan Carmichael 98 V/64
Power BASIC: One-Touch Keywords Mark Niggemonn 112 V/64
Machine Language For Beginners: indirect Addressing Richard Mansfield . , 114 V/64
File Copier Martin Engert ..118 V/64
Hints & Tips: Appending Sequential Disk Files John S. Winn 120 V/64
Scroll 64 Peter Marcoity 127 64
Tape Data Files For VIC And 64 Brian Prescoll 130 V/64
VtC 5K Emulator Glen Reesor 133 V
Tape Protection For VIC And 64 Victor Chan 1 38 V/64
All About PRINT For VIC And 64 Julie Harris 144 V/64
Editor's Notes Robert Lock 6
Gazette Feedback Editors & Readers 10
Simple Answers To Common Questions Tom R. Halfhilt 26
Home Telecommunications Robert Sims 38
Horizons 64 Charles Brannon 92
VICreations: Software For The VIC Dan Carmichael 124
User Group Update Kathy Yakal 135
V/64
64
V
OGRAM LISTINGS
News And Products 1 50
A Beginner's Guide To Typing In Programs 1 54
How To Type In COMPUTED GAZETTE Programs 1 55
The Automatic Proofreader 156
Program Listings 1 57
Bug-Swatter 1 88
Product Mart 1 89
Advertisers Index 192
* = General, V = VIC-20, 64 = Commodore 64.
V/64
V/64
V/64
COMPUTE!'* GAZLTTLii published monthly by COMPUTE! Publications, Inc. Past Office Box 5406, Greensboro, NC 27403 USA. Phone (919)275-9809. Editorial
offices arc located at 324 West Wendover Avenue, Greensboro. NC 27408. Domestic subscriptions: 12 issues, $20. Send subscription orders or change of addrcsn
(P.O. Form 3579) to Circulation Dent., COMPUTE!'* GAZETTE. P.O. Uox'Jhl, Parmingdale, NY 11737. Second class application pending at Greensboro, NC
27403and additional mailing offices, Entire contents copyright t> 19S4 by COMPUT1! Publications, Inc. Alt rights reserved, ISSN 0737-3716, 33(Kd.
COMPUTE! PubllMllonj, Int., On* u( Iht ABC Publishing Companies: ABC Publishing, President, Robtrt G. Burton; 1330 Avenue of the Americas; New York. New York 10019
THE EDITOR'S
A Word of Thanks to you readers
and authors . . . with this issue
the GAZETTE is 12 issues old, and
is one of the most phenomenal
growth stories in the consumer
publications industry. We've
achieved a paid circulation in
excess of 300,000, making the
c .A/rm7 one of the halt-dozen
largest magazines in the entire
industry. Our parent publication
COMPUTE! was the fastest grow-
ing computer magazine in the
Audit Bureau of Circulation
numbers comparing the six
months ending December 1982
with the six months ending De-
cember 1983. The next closest
competitor grew bv 106 percent
compared with COMPUTE!' S 247 +
percent. Looks like next year,
we'll have two of our own publi-
cations competing with each
other. Now that's a nice problem
to have.
Our newly launched
GAZETTE DISK is doing nicely too,
thanks to you; we appreciate
your continued support. You'll
notice the disk is still unpro-
tected. While we've touched on
this issue in recent editorials,
this time we're starting your
additional feedback. The letter
that follows is representative of
many of the letters we've re-
ceived on the topic of protection:
Dear Mr. Lock:
I read your April 1984 editorial with
great interest. As a retailer in .software, I
believe the presence of copy-protected
software directly effects [lie saleability
of my stock. Customers tend to shy
away from heavily protected software.
They feel (and rightly so) that once they
lay their money down, they should be
able to make backup copies should
disaster strike their original. (Or more
commonly, m a ke a nd u se b a C k u ps a n d
keep their original in a safe place.) Vari-
ous service schemes by software makers
who have backup-restricted products
don't appease the customers much. If a
disk crashes, why should they have to
wait a few weeks for a new copy to
arrive in the mail?
In trying to answer the question of
whether or not to protect, we should
first address the question of why people
steal software. 1 lere, we begin to deal
with motives and human nature. For
the software pirate, the motive is greed.
A low overhead means high profits, lor
this kind of person, there is no viable
software-protect remedy. No matter-
how sophisticated the software-protect
features are, ways can be found to defeat
them. Also, development costs of these
features are lacked on to the cost of the
software, thereby raising customer
prices. The higher the price of software,
the more likely people will find a way to
pirate. The disparity between true value
and customer cost gives the pirate room
to operate. Carried to the extreme, one
can think that the development cost of
software-protect features exceeds the
cost of the product it's protecting. Would
you be willing to pay the premium on a
homeowner's insurance policy if it
exceeded the cost of the house?
Another motivation for software
piracy, less malign, is software copied
and given in the spirit of friendship. A
user group operates to raise the com-
puter literacy of its members. One of
the finer things in life is our ability to
learn, and learning about a subject
we're interested in satisfies a need . On
the other hand, teaching what we know
gives us a better feeling about ourselves.
Successful teachers can tell you firsthand
how great the ego feels after a class.
When teachers and learners combine as
they do in a user group, it's magic.
When the teacher gives something to
the learner that doesn't cost anything,
as in copied software, this magic reaches
higher plateaus. Sharing can never be
overrated when it comes to building
friendships.
We all like extending favors that
cost us nothing. I lowever, when others
pay the cost, the favor becomes less
than altruistic. Here again, with the
abundant availability of backup
protect ion- over ride software, high cost
software with backup protection is
readily defeated. Nothing is gained by
the software seller. I feel that by and
large, people are basically good. Any
businessman has to have this attitude if
he is to succeed. In areas of commerce,
distrust only slows things up and ends
in costing both parlies much in the long
run. The only thing needed is a little
caution, not total distrust.
In matters concerning professional
software pirates, there is legal recourse.
Though irritating, 1 think their impact is
small. By giving them more motivation
(high software costs) to steal, software
houses who use copy protection only
hurt themselves. I also feel that software
pirated for reasons of friendship would
be less prevalent at lower costs. People
would be more likely to expand their
libraries with money out of their own
pockets. Also, a little public education
concerning copyright laws would go a
long way.
In closing, I feel that you would do
better serving the public and yourselves
by offering quality products at the lowest
possible cost. You've indicated that
you're opposed to excessive software
copy protection. The fact that you allow
a so f t wa re co m pa n y that s e 1 1 s a backup
override program (Microware) to adver-
tise in your magazine seems to support
this. If you are soliciting votes, then I
vote that you keep your software inex-
pensive and backup unlimited.
By the way, keep up your high
magazine standards. It must do your
egos good knowing you're doing such a
great teaching job.
Sincerely yours,
Ron Bosse
Until next issue, enjoy your
GAZETTE.
Editor In Chief
d COMPUTE!'* Gaiollo Juno 1 98-1
f5 5* r-" Q
COMPUTE! Publicationsjnc©
One ol the ABC Put>rslilng ComponKij ^fff
Publisher i.. it v K. Ingersoll
Editor In Chief Robert C. Lock
Director of Administration Alice S. Wolfe
Senior Editor Richard Mansfield
Managing Editor Kathleen E. Martinek
Editor I., i nee Elko
Production Director Tony Roberts
Editors
Tom R. Halfhitl, PC and PCjr Editor; Stephen Levy, Editor,
COMPUTE! Books Division; Gail Walker, Production Editor; Ottis R,
Covvper, Technical F.dilor; Charles Brannon, Program Editor; Selby
Ba toman, Pea hires Editor
Assistant Editors
Dan Carmichael (Submissions); Gregg Keizer, Steve Hudson (Books);
John Knuise, George Miller (Technical); Todd I ieimarck, Robert Sims,
Blake Lumber! (Publications); Kathy Yakal, Editorial Assistant
(Features), Randall Posner, Assistant Managing Editor (Books)
Editorial Programmers
Patrick Parrish (Supervisor), Gregg Peele (Assistant), Jeff Hamdant,
Tim Victor , Kevin Martin, Chris Poer
Programming Assistants
Mark Puttie, David Flora nee, Kevin Mykytyn
Copy Editors
Juanita Lewis, Joan Rouleau
Proofreaders
Becky Hall, Ethel Silver, Dwight Smith
Administrative Staff
Vicki Jennings, Laura MacFadden, Julia Fleming, Susan Young,
Susan Booth
Production
lima Swain, Production Manager; Janice Fary, Art & Design Director,
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Supervisor; Terry Cash, Debi Thomas, Typesetting; Mindy Kutchei,
Promotion Manager
Artists
Leslie Jessup, Cindy Mitchell (Publications), Debbie Bray (Books);
Harry Blair, Illustrator
Associate Editors
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Fred D'Ignazio (Roanoke)
Operations/Customer Service
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Data Processing
Leon Stokes, Manager; Joan Compton, Chris Cain, Assistants
Accounting
Paul J. MeglioJa, VI', Finance & Planning; R. Steven Vetter, Director,
Finance & Planning; Assistants: Linda Miller, Doris Hall, Jill Pope;
Staff: Anna f larris, Emilie Covil, Anne Ferguson, Tracey Hutchins;
Gregory L. Smith, Purchasing Manager
Advertising Sales
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Address all advertising materials to:
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Post Office Box 5406, Greensboro, NC 27403
Telephone: 919-275-9809
Office Hours: 8:30 AM to 4:30 PM Monday-Friday
Chief Executive Officer Robert C. Lock
President Gary R. Ingersoll
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authors acknowledge that such materials, upon acceptance for
publication, become the exclusive property of COMPUTE! Publica-
tions, Inc. No portion of this magazine may be reproduced in any
form without written permission from the publisher. Entire contents
copyright •: 1984, COMPUTE! Publications, Inc. Rights to programs
developed and submitted by authors are explained in our author
contract. Unsolicited materials not accepted for publication wilt be
returned if author provides a self-addressed, stamped envelope.
Where programs are included in an article submission, a tape or disk
must accompany the submission. Printed listings are optional, but
helpful. Articles should be furnished as typed copy (upper and
lowercase, please) with double spacing. Each article page should
bear the title of the article, date, and name of the author. COMPUTE!
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tisements, Opinions expressed by authors are not necessarily those
of COMPUTE! Publications, Inc.
PET, CUM, V1C-20, and Commodore 64 are trademarks of Commo-
dore Business Machines, Inc., and/or Commodore Electronics Limited.
Other than as an independent supplier of quality information and
services to owners and users of Commodore products, COMPUTE!
Publications, Inc., is in no way associated with Commodore Business
Machines, Inc., or any of its subsidiaries.
8 COMPUTE!'; Gazelle June 1984
WordPro 3 Plus/64
The #1 Selling Word Processor for the Commodore 64T
*. *l A A
WordPro 3 Plus'764 and SpellRight Plus'" provide a total word
processing solution for the Commodore 64™ which gives you;
* Sophisticated Word Processing
* Built-in Mail Merging for Form Letters
* Math Functions for Column Totals
* Fast and Complete Spell Checking via SpellRight Plus
* A Super Value (two programs) for Only $99.95!
WordPro and SpellRight are both specifically designed for the
novice user with no computer or word processing experience
whatsoever. And with over 40,000 WordPro versions sold, you
can be sure that WordPro is a very sophisticated word
processor loaded with powerful features including: Transfer,
Insert, Delete, and Rearrange Text, Auto Page Numbering, Math
Functions, Headers, Footers, Global Search and Replace, the
Ability to Create Multiple Personalized Letters and Documents,
and much more. WordPro can create documents of virtually
any length and will print up to 165 columns wide. You get all of
this PLUS fast and complete spell checking using SpellRight
Plus!
SpellRight Plus locates and highlights misspelled words and
then allows you to quickly correct the misspellings —
improving the quality of your letters and reports.
And, best of all, WordPro and SpellRight's powerful arsenal
of features can be put to use almost immediately — by even
the novice user. So whether you're a student, professional
writer, in business, education or a hobbyist, you'll quickly
become a WordPro Pro!
Both WordPro and SpellRight Plus are also available separately
at popular computer outlets nationwide.
Invest in the best . , .WordPro Plus. En a class by Itself.
Professional Software Inc.
51 Fremont Street
Needham, MA 02194
(617) 444-5224
Telex: 951579
Dealer and Distributor inquiries are invited.
WordPro 3 Plus'"/64 and SpellRight Plus™ are trademarks of Professional Software Inc.
The WordPro Plus Series was designed and written by Steve Punter of Pro-Micro Software Ltd.
SpellRight Plus was designed and written by Dwight Huff and JoeSpatafora of SpellMaster Systems. Inc.
Some printers may not support certain WordPro 3 Plus functions and/or require an interlace. Please check with your dealer.
Commodore 64™ Is a trademark of Commodore Electronics Ltd.
GAZETTE FEEDBACK
EDITORS AND READERS
Do you have a question or a problem? Have
you discovered something that could help other
VIC-20 and Commodore 64 users? Do you have
a comment about something you've read in
computes gazette? We want to hear from you.
Write to Gazette Feedback, computed gazette,
P.O. Box 5406, Greensboro, NC 27403.
Mysterious Numbers
I'm curious about lines like: SYS 12*4096 + 12*256
and BB = PEEK(44)4-27 in your magazine. Why
don't you just write: SYS 52224 or BB = 35?
Wouldn't this be quicker than having the com-
puter perform the mathematical functions first?
Joel A. Brondes
In the first example, you're right. It would havebeen
easier (and quicker) to simply write SYS 52224. The
reason the Hue was written with the formula ions simply
programmer preference. He might have been thinking
in fenns of blocks (4096) and pages (256) of memory,
and this computation method was easier for him than
computing the actual SYS address. In hexadecimal the
number translates to SCC00.
In the second example, the BB = 35 statement
might not work. In this case, memory location 44 indi-
cates the start of BASIC program memory. But the
start of BASIC can be changed by POKEhig values into
byte 44. in this case, if the start of BASIC were changed,
the value i)i BB would also change.
PEEKing Joysticks On The 64
I am a VIC-20 owner and am considering switching
to the Commodore 64. I went to a store to compare
the two, and found that the 64 had two joystick
control ports. Can two joysticks be plugged in, or
just one and a light pen? If two can be plugged in,
does a program read both ports or just port 1? If it
reads them both, then two players can play at the
same time, but how does this work?
Todd Wolfe
Yes, joysticks can be used in botb ports. You can check
the joystick positions by PEEKing two memory loca-
tions. Each time you push the joystick in one direction
or press the fire button, various values are placed in
these locations. The values indicate which operation
was performed with the joystick, paddles, or light pen.
The location to PEEK for port 2 is 56320, and port 1 is
10 COMPUTE!'* Gazette Juno 1984
56321 . Plug a couple of joysticks into ports 1 and 2 and
run this short BASIC program. While the program is
running, push the joystick and firebutton and watch
the values in these memory locations change.
10 A=56320:B=56321
20 PRINTA;PEEK{A) ,B;PEEK(B) iGOTO20
Each operation performed on the joystick sets a bit
(a byte is composed of eight bits) in the memory locations.
The normal bit values are one, but when joystick activity
is detected, the bit is set to zero. The bits are arranged
as follows:
Bits Operation
3-0 joystick direction
3-2 paddle fire buttons
4 joystick fire button
7-6 read paddles on port 1 or 2
Reading individual bits is done by PEEKing with an
AND. To PEEK bit 0, you would AND with I; to check
bit 1 , AND with 2; the number used for the AND doubles
with each succeeding bit, up to a value of 128 for bit 7
Here's another short demo program. Run this
program with a joystick plugged into port 2. Run it a
few times, changing the value of B to 1,2,4,8, and 16 to
see how the individual bits are detected. When you
push the joystick, the corresponding bit will change to a
zero, and the zero will be displayed on the screen.
10 A=56320:B=1
20 PRINTPEEK{A)ANDB:GOTO20
As for a program being able to read both joysticks at the
same time, it's up to the programmer. There are many
tioo-player games available. Some game programs might
use both the joystick ports plus the keyboard. It depends
on the individual application.
Double-Sided Floppies
1 have a tip for your readers and a question for
you. Some programmers like to cut a new write
notch on their single-sided diskettes so they can
use the reverse side. However, there's no need to
spend your money on a special tool to cut the
notches. As long as you measure accurately, a
half-circle cut with an ordinary paper punch will
suffice.
Now my question: Since I have been using
the backs of my floppy disks for additional storage,
I have come across a most annoying problem.
About ten percent will fail to format correctly,
and will give me the message:
These are the haws of a
master typist.
(Jonathan Pandotf i, age 7)
MasterType— the best-selling program that
turns learning into child's play.
Given the choice of learning a skill or playing a
game, most kids go for the game.
So how has MasterType" gotten so many
young kids to sit still long enough to learn to type?
By being fun. By bringing the fast action of
video games to each of Masterly pe's lesson
program segments.
Kids get so caught up in zapping spaceships,
Jthey-hacdly-realizeihey-vemasteredthe-keyboard.
Warning; Parents like it, too. And may find
themselves unwittingly becoming expert typists
before they know it.
Disks: Apple? Atari? Commodore 64* $39.95
IBM-PC $49.95
Cartridges: Atari' Commodore 64" $39.95
Try the other programs in the Scarborough
System— Songwriter," PictureWhter'," Phi Beta
Filer'," PatternMaker'" and Run for the Money'." All
Scarborough software utilizes your computer's
capabilities to the fullest. And perhaps more
importantly, all are easy to use.
Apple, IBM and Atari are registered trademarks of Apple Computer, Inc., International
Business Machines Corp. and Atari, Inc. respectively. Commodore 64 is a trademark of
Commodore Electronics Limited.
■ ■■ ^flfe M m fl' M You'll grow with tn.
The Scarborough System.
Scarborough Systems, Inc., 25 N. Broadway, Tarrytown, New York 10591^^ M
. Broadway, Tarrytown
^H ■■HHHHHHHHMHHHI Hi
TIT r:S- t> :> * z -
• i VI • - H \) j u ^ v
-* _L -nan m
21, READ ERROR, 75, 01
This never happens when formatting the front
side of the disk. What is the problem?
Philip A. Grimes
Thanks for the tip. However, here's a stro}ig caution
which is also ail answer to your formatting problem.
When most diskettes are first manufactured, they
are intended to be double-sided . The magnetic coating
on both sides is subjected to rigorous tests, if both sides
pass the certification tests, it is sold as a double-sided
diskette. If one side fails, but the other tests OK, it is
sold as a single-sided disk. When you use the reverse
side of a single-sided floppy, it may have already been
tested and proven to be faulty — thus a probable cause of
your formatting problem.
Another strong point to consider when using the
reverse side: dust contamination. Manufacturers put a
special lining inside the diskette jackets. The lining acts
like a broom, sweeping the dust off the magnetic surface.
Because the diskette always spins in the same direction,
the dust has a tendency to be swept into one corner of
the jacket. When you turn the diskette over and use the
reverse side, the diskette spins in the opposite direction.
This can spin the dust out of the corner, and back onto
the delicate magnetic coating, possibly causing irrepar-
able damage.
Using commercially available double-sided disks
doesn't necessarily solve the problem. Double-sided
diskettes are meant to be used on double-sided disk
drives. These drives have ttoo read/write heads, one on
the top and one on the bottom. This means that the
diskettes don't have to be turned over; they always spin
in just onedirection. When you use double-sided floppies
in the 154J and 1540, you still have to reverse the disk-
ette to reach the second side. So even though the diskette
was tested safe on both sides, you still face the dust
contamination problem.
gazette Double-Talk?
I'm an avid reader of your magazine, but your
March issue leaves me puzzled.
In the Feedback column you reiterate advice
to avoid using the SAVE@0: (SAVE with replace)
command with the 1541 disk drives. Yet, you
feature a utility on page 120 which is based on
just that function.
What gives? As they say, it appears that
you're talking out of both sides of your mouth.
John Pre mack
An interesting point. We still maintain that you should
avoid the SAVE with replace command to be on the safe
side.
However, in our judgment, the article and program
were worth publication on their own merit. The author
chose to mf this command in his program. It is possible
rem ae "(a0:" (SAVE-with-replace) from the
rog , out you would have to change the program
ach time.
1 2 (.OMPUTEI's Gazelle J un e 1 984
Cleaning Disk Drive Heads
I recently purchased a head cleaning kit for my
Commodore 1541 disk drive. The instructions
included with the cleaning kit state that I must
insert the cleaning disk into the drive and then
start the drive to engage the head for 30 to 60 sec-
onds. Does the head engage when you first turn
on the drive (the red light turns on for about 5
seconds). How do I engage the heads so that the
disk drive is properly cleaned?
Jerry A. Coy
Don't depend on the brief spin when the drive is first
turned on to do the cleaning. After inserting the cleaning
diskette, you can make the drive spin any number of
different ways.
Try loading the directory (LOAD "S",8), initial-
izing the diskette (OPEN 15,8,15,"!"), or using the
format command (OPEN 15,8,15:PR1NT#15,"NO:
TEXT,T1":CLOSE 15). Any command that forces the
drive to either read or write can be used when cleaning.
Colliding Sprites
I am trying to write a machine language game
using sprites and am having trouble with the col-
lision register ($D01E). I've found out that if I
read the register a second time in machine lan-
guage, all I get is a zero, not any current collisions
as I do when I PEEK the register in BASIC.
It is a great waste of time to return to BASIC
just to PEEK the collision register. Certainly there
must be a way to get the computer to reset this
register in machine language. How do I overcome
this?
Sean D. Wagle
The problem you describe occurs because a small amount
of time is required for the collision registers to reset
after they are read. Any time you read these registers,
whether from BASIC or machine language, they are
automatically set to zero afterwards. Since it takes a
brief moment for these registers to reset themselves,
reading them over and over at machine language speeds
tvill produce some zero readings even though collisions
are still occuring. The best zoay to deal with this problem
is to add a delay so that the collision registers arc read
at longer time intervals. Store the results of the read
in a separate storage location, then use this storage
location to check for either sprite-to-sprite or sprite-to-
backg round collisions .
The collision registers are two memory locations
$D01 E (decimal 5327S) and $D01 F (decimal 53279).
The eight sprites (0-7) register collisions by setting the
corresponding bits (0-7) in each of these registers. The
first location (SD01E) signals collisions between sprites
by setting to 1 the appropriate bit for each sprite involved
in the collision. Since sprite-to-sprite collisions must
always involve at least two sprites, txoa or more bits in
this register turn on for any contact between sprites.
&3SH
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INNER \
COMM
$
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The second locution (SDOJF) signals contact be-
tween a sprite and a nonzero portion of the background.
Like the first register, bits are turned on for each sprite
which "touches" a nonzero part of the background.
Collisions occur only when solid portions of the
sprite occupy the same spot on the screen as another
solid portion of a sprite or background.
Renaming Disks
I have many programs now collected on disk. T
find that my disk names and numbering system
have become a Mulligan Stew. I would like to
retitlc and number them in a proper and orderly
manner.
Do you know of a way to retitle and number
them so that the contents of the programs are not
harmed in any way?
James R. Maloney
White it Is simple to rename a program on disk, it is
more complicated to rename the actual disk. If done
incorrectly, it may ruin the disk directory. If you want
to rename a disk, it is best to format a new disk with the
desired name and ID number, then copy all the programs
from the old disk to the new.
Changing the names of the programs on your
LEARN
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diskettes is easy, however, and can be done with one
command. Here's the format:
OPEN 15,8,15: PRINT#15,"R0:«ew/t«ime= oldname":
CLOSE 15
where RO: means rename, new name is the new name
you wish to give to the program, and oldname is the
current name.
if you wish to rename more than one program,
enter and RUN this program (for both the VIC and 64).
10 CLOSE15:OPEN15,8,15
20 PRINT" IcLRH DOWN} RENAMING PROGRAMS"
30 PRINT" ENTER OLD NAMfis " I INPUTOS
40 PRINT "ENTER NEW NAME: " : INPUTNS
50 PRINT#15, "R0!":NS; "=";0?
60 PRINT" {DOWN} PRESS (RVS)Fl(OFF} TO REP
EAT"
70 GETA$:IFA?=""THEN70
80 IFA$<>"fFl}"THENEND
90 GOTO 20
Useful POKEs
Here is a data table showing some useful POKEs.
We use it here at our school, 100 Mile Junior Sec-
ondary, British Columbia. 1 am sure there are
others who could benefit from this compilation.
Dave Schneider
Fund ion
VIC
64
"Cold" Start
SYS 64802
SYS 64738
Uppercase/Graphics
Lowercase/Uppercase
I'OKE 36869,240
I'OKE 36869,242
POKE 53272,21
POKE 53272,23
Disable STOP
POKE 808,127:
POKE 788, I'M
I'OKE 788,52:
POKE 808,239
Enable STOP
POKE 808, 112:
POKE 788,191
POKE 788,49:
I'OKE 808,237
Disable STOP,
RESTORE, and LIST
POKE 808, 100:
POKE 802,0:
POKE 803,0:
POKE 818,165
I'OKE 808,225 or
POKE 808,234
Enable STOP,
RESTORE, and LIST
POKE 808,1 12:
I'OKE 802,243:
I'OKE 803,243:
POKE 818,133
POKE 808,237
Disable RESTORE
POKE 792,90
POKE 793,203
Disable SAVE
POKE 818,73
I'OKE 819,245:
POKE 818,32
Enable SAVE
POKE 818,113
POKE 818,245:
POKE 818,237
Disable Repeal
I'OKE 650,0
POKE 650,0
Enable Repeal
POKE 650,128
I'OKE 650,128
Disable LIST
Enable LIST
POKE 775,200
POKE 775,199
I'OKE 775,200
I'OKE 775,167
Clear Keyboard Buffer
POKE 198,0
POKE 198,0
Disable Keyboard
Enable Keyboard
POKE 649,0
POKE 649,10
POKE 649,0
POKE 649,10
Restore Keyboard
POKE 650,0
I'OKE 649,10:
POKE 808,237
14 COMPUTEI's Gazelle June 1984
Thank you. We're sure our readers will find the table
helpful. When using the POKEs to disable LIST,
note that RUN/STOP-RESTORE will not reset the
computer. Q
-
1 ^
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■
M^/m even Cities of Cold is an attempt
^^^ v\ i th thi' computer medium to do
^^^ lor I lie sixteenth century and the
H^F Spanish conquistadors \\ ha!
Shogun did for sixteenth-century Japan," says David
Grady, publica lions manager lor Electronic Arts.
the fact that Grady can say that with a straight
face is due in no small sense to his company's
remarkable track record in producing some of the
most innovative and well-conceived computer
games on the market.
And the new game he's referring to, Seven
Cities of Gold, is a good example of several trends
in game software we'll see in the future — more
depth of play, greater background research,
sophisticated humor, and increased emphasis on
human qualities.
I ike James Clavell's hook, Shogun, Seven Cities
is an attempt to recreate a past world lull of rich
detail. But in this world, you decide how almost
every phase of the plot will be carried out.
"It's like writing a historical novel," continues
Grady. "And when that is what vou set out to do,
you've got to make it wink like a historical novel.
You've got to immerse yourself in the period, and
think about what you can do with the medium to
give people the kinds of emotions that you're
discovering existed in the period as you do your
research."
A brief description of the game only hints at
its depth: As a sixteenth-century Spaniard, you
lead an expedition to discover the new world,
first outfitting your ship, getting (he king's
blessing, and then sailing off to — -who knows
where? There are thousands of miles of ocean in
which to get lost and the prospect of a mutinous
crew. There are natives who may be hostile,
friendly, or just wary. And there is the entire
new world lor vou to explore, settle, and — as in
history — to plunder. But beware. Hie new world
holds penalties tor too rapacious an attitude.
The game, created for Electronic Arts by
Ozark Softscape (which also developed M.U.L.E.)
is expected to be available for the Commodore 64
and Atari machines by the time you read this,
aiul for IBM and Apple computers later this year.
"As vou get computers which have more
memory available and more speed, programmers
are going to take advantage [of these] to do more
richly complex things," says Gradv. "And build-
ing models of things that work in the world is one
of the neat things you can do with a computer."
18 COMPUT£l's Garplle Juno 1984
There is a focused attention among computer
game producers today, much like the concen-
tration that would come with the prospect of being
hanged at dawn. Why? Millions of dollars can be
won or lost by software developers and the dealers
who sell ihe software. And all of that potential
profit or loss hinges on correctly anticipating what
games the public will want a year or two from now,
What will the consumer buy tomorrow? "It's
like trying to aim at a moving target," says Ken-
neth Williams, president of Sierra On-Line, one
of the industry's most successful software man-
ufacturers. I lis comment was made during a spe-
cial seminar on computer games at last February's
Softcon, the international conference and trade
fair for the software industry.
Words of warning came from writer anci game
designer Roe Adams III, another participant in
the seminar: "People are becoming more finicky
about software. Game designers will have to bring
people into the game.
"The software companies that will succeed
are the ones which put human values in their
software," he added.
That prescription will be important for the
games of the future, whether they are fast-action,
arcade-style games or the increasingly popular
text adventures.
In B.C/s Quest For Tires ($34.95), Sierra On-
Line features Johnny Hart's internationally popu-
lar cartoon strip, B.C., to add humor and a human
touch to a colorful, fast-action contest.
As software manufacturers reach for a larger
audience, they are using familiar names, faces,
and situations to help consumers identify with
their games. HesWare's Minnesota Fnts' Pool Chal-
lenge, Broderbund's Choplifter (remember the
Iranian rescue mission?), and Datasoft's The Dallas
Quest (J.R. Ewing and the rest of the family) are
examples.
The growing popularity of adventure games
holds another key to the future of computer soft-
ware— more sophisticated use of natural lan-
guage. Early adventure games allowed the player
only a limited number of commands — -usually
two-word orders such as "Get lantern" or "Kill
dragon." The newer games, and those still on the
drawing boards, use far greater vocabularies and
more powerful parsers, which are used to interpret
your commands. Full sentences can now be inter-
preted by game software.
Sierra On-Line is a company which pioneered
Start A Tradition
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Bnng the whole family together with
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Families like yours know programs aren't
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So go ahead. Demand programs flexible
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How to Choose Software
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"As an educator with over a decade of
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Look for enough variety to hold your
child's attention over time. Some games
are appealing in the short run, but are
quickly mastered. Supplementary materi-
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continue your child's interest and
enjoyment.
The ability to modify a program is another
form of extendability. Authoring systems
can let you create lessons on your own
topic areas for any age level and allow
children to create and save original work,
giving a sense of completion and pride
vital to learning."
Software of Choice
Advanced Ideas (formerly Computer-
Advanced Ideas) leads the industry with
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through easy-to-use authoring systems
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Advanced Ideas programs art? compatible wilh the most popu-
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apft, - 1192
me expeotTion is on Lano.
rM&Tk
*=- O *>*>
-3T OO
pace-.cauT toas
TetmaimfiLain
The expedition ha* landed on an uncharted island in Electronic
Art*' Seven Cities of Gold.
B.C.'s Quest For Tires by Sierra On-line features a popular
cartoon character.
the use ul graphics in text .id venture games. "We
have to lay out an adventu re game like we're doing
ten different games in order to get people to play
it over and over again," says Williams.
King's Quest {IBM PC, S49.95) a new adventure
game from Sierra On-Line, was almost two years
in the making, he says. Using the keyboard and
an optional joystick, you guide Sir Grahame
through a series of adventures, using full sen-
tences. There is more than one ending to the game,
and a player is given points for the cleverness of a
particular solution.
But, with King's Quest, colorful three-
dimensional graphics accompany the text. Char-
acters are animated to a greater degree than in
past adventure games. They run, talk, and swim,
for example. The ultimate goal for the future,
Williams says, is realtime animation. You type in
a command for your character to open a door and
walk to another room. The door will then be seen
to open, a creaking sound will be heard, and your
character will walk through.
Infocom, Inc., a software company that is
already something of a legend in its own time,
avoids adding graphics to the complex and cap-
tivating text adventure games it produces. A vari-
ety of different games, such as the Zark trilogy,
the murder mystery Deadline, and the science
fiction adventure Suspended, has gained Infocom a
fiercely loyal following. The Zork games sparked
a Zork User Group (ZUG) which boasted more
than 20,000 members. ZUC has since disbanded,
but interest in Zork remains strong.
A new game, Sorcerer ($49.95), is a sequel to
the company's popular Lnehanter, and a part of In-
focom's interactive fiction series in the mystic arts.
Sorcerer c,in understand a vocabulary of more than
1,000 words, which allows you a much more nat-
ural dialogue with your computer. As a neophyte
wizard, you depend on spells, potions, and other
70 COMPUTE!'* Gazelle June 1984
magic powers to find treasure and solve puzzles.
"Ultimately, the nicest thing would be to Itilk
to your computer and say, 'OK, now I'm going to
interrogate this suspect about where he was when
the murder was committed,' something like that,"
says Marc Blank, a vice president at Infocom and
one of the guiding lights in the company's success.
"We've always felt that sound and graphics
are pretty much irrelevant, and in a way detract
attention from other parts of the story'. Those
things are really bells and whistles," he says.
"We've spent our time working on the plot and
the writing, the puzzles, and the parsing — things
that are much more re le van I."
Text adventure games also allow great leeway
in the use of humor, another part of computer
programming that game developers will continue
to explore in future games.
Tell Sinus's Blade of Blackpool that you wish to
do harm to an innocent bystander, for instance,
and the game's response is likely to be "My, we're
feeling violent today!" Type in the word "Sneeze"
in Infocom's Planeifall. "Gesundheit" flashes on
the screen of your computer. Humor and an un-
derstanding of human foibles are facets of adven-
ture games thai the best programmers bring to
their craft.
"All of us like to laugh a lot," says Electronic
Arts' Grady. "We like to play. And humor just
naturally flows from that situation. So we quite
naturally found ourselves wanting to publish
games that would make people laugh."
Infocom's Blank agrees, "Inevitably, if you're
giving the player a tot of open-ended possibilities,
some of them are just inherently humorous or
absurd. And we all have the sense of which things
we should consider when we're writing the
games, and which things we shouldn't bother. I
a. &»*<< %
St
a**}<Mf- U/h n * * ■
Defy °^ t°°9^ **
tociidc&£lc
;ON WAGON
Iiii
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BJ3&M&:
OK VMCio!^^
biftaridea'?-
- Mart
■■■■■■■■■
If getting the whole family together
is a real challenge, maybeyou need games
that really challenge the whole family.
Introdueinga new generation
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It's New!
AEGEAN VOYAGE."
Where do monsters lurk? Ana
which islands have treasures
tolirlKiliSVHi't'rtlhftni.ic.li/:,
words, foi only Ins clues can
lead you to riches and a safe
return. Ages 8 - Adult.
What makes our Family Learning Games
so special? Well, for one thing they're
designed to challenge and excite everyone
in the family, from grade schoolers to
grownups. Their unique combination of
chance and strategy makes them perfect
for young players, yet challenging enough
that everyone will want to play them again
and again.
But what makes our Family Learning
Games even more unique is how they help
kids learn - about problem solving, strategiz-
ing, spelling, even Greek mythology. That's
ADVENTURE
CREATOR."
Design a challenging adventure
game that everyone can play
or let the computer design one
for you. It's exciting, creative -
and utterly addictive!
Ages 1Z- Adult.
quite a bit more than they'd learn from a
typical board game (if you could even get
them to play a typical board game).
So next time you want to get every-
body together, don't get discouraged - get
Spinnaker's Family Learning Games.
You'll find the biggest challenge in family
fun won't be on the refrigerator. It'll be
on the computer.
SpinnaKer games are available for ColecoVision* and
for Coleco Adam," Commodore 64 " and Atari1 home
computers.
UP FOR GRABS.'"
It's a wildly exciting crossword
game where everyone has to
Wi i nK f ast . Mo re wo rds wi I! help
you win -- but don't get caught
with leftover lettersl
Ages 8 - Adult.
SP//WWK02
We make learning fun.
Cartridges for: Co lecoVision. Coleco Adam, Atari
3nd Commodore 64.
CotKoVowi mo Ann ire t cgsttfM IrMWiarto of Cowto ImVMria and Man. I nc. nwettwrty. Cofetn Adam ma Commodore 64 art uonwta of cokto iMustnn and Commoaort Dearoracs Ltd (rspfttwHy c 1 963,
Sfwwi4k*r Software Corn. All rxtfits ftscnml.
Graphics and text are combined in Sierra On- Line's adven-
ture, King's Quest, for the IBM PC.
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/I typical screen from the all-text adventure, Infictel, by
Infocom.
think the humor is very important. It's a way of
making the machine less visible, by making it a
little more human."
How revolutionary will the changes be in
future games, as humor and human touches are
added to other improvements in programming
and computer capabilities? "My guess is it's going
to be more evolutionary, with some reasonably
large steps every once in a while. But I don't expect
anything revolutionary," says Blank.
"On each game, what we're really working
on is to add something new. And then every year
or so to come out with something that's different,
that puts all that together with other things to
create a product that's more than the sum of all
these improvements," he adds.
The popular success last year of a new video
disk arcade game called Dragon's Lair, leads
its creator, Don Bluth, to believe that laser-driven
video disks are the wave of the future. And that
includes home computers as well, he says.
Bluth, a former Walt Disney animator who
now heads Don Bluth Animations, is producer
and designer of a similar video game, Space Ace,
which made its debut earlier this year.
Like Dragon's Lair, the new game features
colorful motion-picture style animation, a cast of
zany characters, stereophonic sound, and a fast-
paced multiple-decision scenario for the user.
Slightly more than 25 minutes of classical
animation have been programmed onto the pitted
surface of a video disk, which is about the size of
a record album. A laser reads the pits. "Pioneer
has come up with a new machine which is a very,
very fine player," says Bluth. "It has a random
access which is much faster. Itcan randomly access
several things consecutively up to about five feet
of film, and you will sec no search (the half-second
17 COMPUTE!'-; Gazelle Juno 1984
blank-screen delay caused when the laser jumps
from one part of a disk to another).
"It still uses one laser, but it's done with a
mirror action. The laser is refracted and instan-
taneously thrown across the disk. So the only
time you will see a tiny search is when you have
failed to make a correct move and you access to a
death scene. But if you're playing successfully,
you'll see no search time," he says.
Space Ace cost about SI .8 million to develop,
says Bluth. And a sequel to Dragon's Lair, called
Dragon's Lair II — Time Warp is being created at a
cost of about $2,3 million.
"The laser disk is a very delicate instrument,
and when it's used properly, the game will be
exciting to look at and to play," says Bluth. "When
those two elements work in tandem, 1 believe you
will make obsolete the traditional arcade game
because we'll leave the arena of big dots and enter
the arena of motion picture entertainment. If Space
Ace works very well, then we'll know that Dragon's
Lair was not a fluke, and that the laser disk future
is very bright."
Coleco has reportedly purchased the rights
to both games for possible introduction into the
home through its Adam computer system, al-
though no details about the plans have yet been
announced.
"The laser disk industry will start to blos-
som," says Bluth. "And when that begins to hap-
pen, the price will come down. Sitting there in
everyone's living room, with all the other players
that they'll have, will be a laser disk player."
A unique enterprise started this spring in
Orange County, California, which — if suc-
cessful— will bring a television-based games ser-
vice to the nation. Called The Games Network,
this system offers 20 different computer games
E£31
Mcwfif
S
You bought a computer to cultivate your kids'minds.
Make sure it's bearing fruit, not growing vegetables.
Introducing a whole crop of Learning
Adventure games from Spinnaker.
When it comes to cultivating adventurous
young minds, the computer's potential is
endless.
Unfortunately, the search for software
that makes the most of that potential has
been endless, too.
That is. until Spinnaker created the
Learning Adventure Series. A unique collec-
tion of games that reward curiosity with
It's New! TRAINS.'"
Ybu're in charge of an old-time
railroad - and whether it turns
into a bonanza or a bust depends
on how well you run It. But either
way you'll find that working on
this railroad is a challenge - and a
lot of fun I Ages 10- Adult.
hours of adventure and learning. So the
time kids spend with our games will help
them develop valuable skills. Instead of just
tired thumbs.
But what really makes our Learning
Adventure games unique -educational value
aside- is how much fun they are. Which isn't
too surprising when you consider you can
do things like bargain with aliens, search a
haunted house, or bu ild your own railroad
empire.
It's New!
ADVENTURE
CREATOR."'
Design a challenging adventure
game that you or a friend tan
tackle - or let the computer
design one for you. It's complex.
exciting - utterly addictive!
Ages 12-Adult.
In fact our games are so much fun. kids
will really enjoy developing some very impor-
tant skills. Deductive reasoning, note taking.
and problem solving, for instance.
So. if you're in the market for software
that will truly cultivate young minds, pick the
Spinnaker Learning Adventure Series.
It's the best way to be sure your search
will be fruitful.
Spinnaker Learning Adventure games are available
for Apple. ■ Ata ri. " I BM * and Commodore 64 '* home
computers.
IN SEARCH OF
THE MOST
AMAZING THING.'"
It isn't easy to find - even in
your B- line r. But you" 1 1 have help
from your Uncle Smoke Bailey
as you search the universe to find
the Most Amazing Thing.
Ages 10- Adult.
SP//Y/M/f£fc
We make learning fun.
Disks for: Apple. Atari. IBM, and Commodore 64.
Cartridges for: Atari and Commodore 64 -
(ADVENTURE CREATOR only)
Apple, mm anil IBM arc register M trademarks of Apple Compuier. Iric . nun. Inc. arid international BiKircess Machine Corp. Commodore 64 b a trademark of Commodore Electronics Lid. o 1 984, Spinnaker Software Corp.
aH i igMs reserved.
Classic animation produced by a laser disk is a feature of Don Bluih's neiv Space
Ace arcade same.
which can be downloaded from your television
screen into a specially leased 64 K microcomputer
(not a stand-alone) named The Window. The Net-
work will offer a variety of educational, arcade,
and adventure games. Five new games will be
added and five old games dropped each month
by The Network.
For a suggested one-time installation fee of
$30 and a monthly suggested user fee of $15.95,
you can play any of the games night or day, seven
days a week at no extra charge. Downloading to
personal computers would present the problem
of software piracy, which is not a possibility with
The Window, says Randy Wise, director of sub-
scriber services for The Games Network.
"We're a programming service similar to HBO
or Showtime, except that we need special
hardware to run," he says. "There is no up-front
cost to the cable operator. We put in the head-end
hardware, and release the hardware to the cabie
operator to put into the subscriber's home. All of
the payments for that are based on subscriber
fees, so we've made it as easy for the cable
operators to get into The Games Network as it is
for subscribers."
A test of the system over a year ago in Fuller-
ton, California, resulted in a very good response,
says Wise.
"There arc some interesting concepts here
which no one has had a chance to explore vet.
People can look at a program and get used to it on
The Games Network. If it's something they like,
then thev're more likelv to want to go out and
buy it," he says.
The Games Network plans to coordinate its
2A COMPUTEI's Gazette June 1984
offerings with software com-
panies. New software may be
previewed on the system, and
classic computer games might be
given new life when millions of
new users see them for the first
time, he notes.
"We feel many millions of
people will be exposed to com-
puters who right now don't
know anything about them. And
once they gain some familiarity
through the painless procedure
of playing games on The Games
Network, they'll get interested
in buying hardware and soft-
ware," says Wise. "We feel it's
going to actually speed up the
whole computerization ol
America."
As the world becomes more
computerized, it's certain that
games will continue to hold a
special fascination for millions
of com puter ow ners . And softwa re ma n u fnctu re rs
are making it clear — by their new products and
their plans for the future— that they're doing far
more than just playing games. (£J
TELECOMM-20
TELECQMM-64
METAPHASE SOFTWARE has produced an extremely
powerful yet simple la use terminal program for the
Commodore 64' and VIC 20r computers. Compare this fist ol
features to those of any other terminal program:
• Compatible with all modems which connect to user port.
* Completely menu driven. * Downloads text, program^ or data files. Saves
i.or saves transmitted Informal ion continuously. Stores downloaded
fJtes on cassette or disk, or dumps to printer. * Uploads text or program file*.
Reads Nles from cassette or disk, • Connect time clock.* ■ • ASCII or Commodore
character codes." " Captures and displays hlgh-resotutlon bitmapped graphics
flies/* * Full support for auto-dial and auto-answer moderns.'* ■ Color selection
menu. Set border, screen, and character colors,
* User sefeciable communication protocols
" Baud rate . . . 50-240X3 * Word length ... 5^ bits * Parity . . , even, odd, none
" Stop bits ... 1 or 2 " Duplex , . . full or half * Echo . , . local or remote
* Comprefiensive documentation in 3-n'ng vinyl binder.
AND NOW COMPARE OUR PRICE. ,, ONLY 29.95 {disk or cassette)!!!
FEVER BLACKJACK
(OS-a only)
want to learn to win at CASiNO BLACKJACK, or. il you simply enjoy
- ihe game, [hen FEVER BLACKJACK la for you. Learn the basic rules
CKJACK or learn sophisticated card couminpj techniques. The higtwes
color graphics or FEVER BLACKJACK will make you think you are Silling at
the table. Play against the computer as you would a real dealer, vary the
number of decks, bet sue, or dealing speed, or learn by waichmg the
computer play itself. More advanced players may/ practice card counting.
Two different card-counting systems are preset, or you can medify ihem
with your own system FEVER BLACKJACK will play thousands ol hands
according to your own system and then display |h& WINJLOS5 ratios as a
(unction of Ihe card count THERE'S NO LONGER ANY EXCUSE NOT TO
WtN AT BLACKJACK!
• >"C Jo *"d ConwettKiP ** *■• 'tfliiii'iii ('iW#-nj'"» pf Cm— '"'"*>'* Bvi"*t4 ««"»f*i ►*<
SPECIAL INTRODUCTORY PRICE ... $19-95 {disk or cassette)
Check, money order. VISA, MASTERCARD accepted
VISA Add S2Q0 handling per program (CA residents add tax). MC
• * ' ' Dealer Inciuiries Invited " " *
=-=i^& METAPHASE SOFTWARE
■ ^»M -^^M P.O. Box 7263 San Jose, CA 95150
Wl^# 408-268-3498
The Commodore Connection
More Easy to Read Books and Software
— — — — — from 0J dilithium Press ^ — — — —
MORE THAN 32 BASIC
PROGRAMS FOR THE
COMMODORE 64 "
Tom Ruftfi, Phil Fcidman
and Western Systems Group
BOOK:
ISBN R8056- 111-2 354 Pages
134 Must rail on*
BOOBVSOrTWARE PACKAGES:
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PROGRAMS FOR THE
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Tom Rugft. PMI Fcidman
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BOOK:
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Here Is a collection of programs for your entire family. Both books are
chock-full of programs with practical applications, educational uses,
games, and graphics too! Type in programs from the books or use ready
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friers frre wtbject in r.hange
KEEPTRACK '" : File
Manager for Personal
Computers
Norm Church
This book and software package
turns your Commodore 64 or
VIC 20 computer into a personal
filing cabinet! It's designed for
easy access and will "keep track"
of everything from birthdays to
tax deductions.
BOOK:
[SliN[IMH05*i-l3.B-** I00pa£ra 9B-B5
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ISaftwarr — either disk or cassette — contains program* tor Commodore 64 computer* on one side, and
programs for VIC 20 computers on the other!
KEEPTRACK" REPORTER
Norm Church and Bruce Schneider
Now you can quickly and accu-
rately custom design and formal
reports and mailing labels from
KeepTrack files. For home,
business, or education, KEEP-
TRACK REPORTER enables
you to select data based on any
category, and easily sort it on
multiple categories.
BOOK:
ISBN 0-88050- 142-4 IOJ [nigra 89.95
55 ILLn-ttrallrm*
BOOK-SOFTWARE PACKAGES;
ISBN 0-88050-1 00-3 5'/t"lll»l(
ISBN 0-880.18- U17-1 , ,ivj-tlr
A PET* FOR KIDS
Sharon Borcn
fA/sn for file Commodore 64 and VIC SO)
A fresh, fun. and Instructive
approach to teaching kids pro-
gramming and computer opera-
tion. Illustrations and examples
motivate children ages 8 to 13
to higher learning levels.
ISBN 0-88050- 1 0C- 8 20Op«gra 09, (15
HO 111 Lirtlrn Manx
Activity Worhtmoktmti Teacher's Guide also available
SEND TO: dlllthitun Press
P.O. Box E
Beaverton, OR 97073
1
flrjsrscnd tnc the lx»k[s] 1 hawchwKrt] tun- '
rtmMnll lhal it I'm not fully samded. I can re-
turn the hooklft] wllhlti 10 *Ja>-* [of AjU Aliii
[.rumpl refuHcJ
HOKE TltAK 31 PROGRAMS FOR THE
COMMODORE 04 COMPUTER
I 1 HOOK 610 05
n HOOK/DISK 839 05
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MORE THAN 33 PROGRAMS FOR THE
VIC 30 COMPUTER
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KEEPTRACK
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H Cl!Miketicl04flJ3
l.n.i!i> lo dlliEhLum Prr»
firicrs subjrCt to change
PtaM chmrgjc- my
VT-SATl MusitrrCard D
K»|i i1.Hr
City, Stale Zip .
Signature , — , — ■
f] KriuJ me yam free calilotf BHAIIf FOOD
fJT9 dilithium
VvmJ^plV ' Department INK ■
flcavtrton. Oregon 97005
dilithium Press books are available at
your local bookstore or computer store.
You can also call us to charge your order
on VISA or MC — 800-547-1842 outside
of Oregon, or 646-27 13 In Oregon,
SIMPLE ANSWERS TO COMMON QUESTIONS
TOM R. HALFHILL
FEATURES EDITOR
Each month, COMPUTEI's GAZETTE mil tackle some
questions commonly asked by new VlC-20/Commodore
64 users and by people shopping for their first home
computer.
^DC« I've been rending a little about machine
language, and I'm confused about the difference
between machine language and assembly lan-
guage, and machine language monitors and as-
semblers. Can you explain?
XX m A thorough discussion would require much
more space than we have here, but essentially
machine language and assembly language are the
same thing. The terms are used pretty much in-
terchangeably these days, although we prefer to
say "machine language."
The term assembly language comes from assem-
bler. You can think of an assembler as a utility — a
tool— for putting together (assembling) a machine
language program. You don't need an assembler
to write machine language, but it makes the job a
lot easier.
The earliest computers could be programmed
in machine language only. They lacked enough
memory to hold a language such as BASIC (which
itself is just a large machine language program).
The first kit-built personal computers didn't even
have keyboards. Instead, there were eight toggle
switches on a front panel, one for each bit in a
byte. To write a program, you had to toggle the
switches in hundreds of different patterns. (If
you think typing in a BASIC program listing is
laborious and error-prone, you ought to try this.)
An assembler is a utility program which au-
tomates this process. You type in a three-letter
abbreviation for a command, called a mnemonic
or opcode, and the assembler sets the internal
"switches" in the correct pattern for you.
A monitor (not to be confused with a display
screen) also is a tool to make machine language
programming easier. A monitor is like a window
into the computer's memory. You can examine
sections of memory, change their contents, move
them around, and search for certain numbers.
2<5 COMPUTE!': Gazelto Juno 1984
Many monitors even include mini-assemblers.
Machine language programmers are divided
into two camps: those who write their programs
with monitors, and those who prefer assemblers.
Beginning machine language programmers whose
backgrounds are in BASIC probably would feel
more comfortable starting with an assembler. But
monitors are useful too, especiallv for debugging
programs created with assemblers.
^db ■ // / send a command to the disk drive and
there is no disk in the drive, does this cause any
damage?
**■ Absolutely not. The disk drive's red LED
"busy light" will glow for a few seconds as the
drive attempts to access the nonexistent disk, and
then it will start blinking. A blinking busy light
indicates an error condition. But the drive will not
be damaged in any way. The LED will stop blink-
ing the next time you access the drive, or when
you read the error channel (see your user's man-
ual).
In fact, there is no way you can physically
damage your computer or any of its peripherals
by entering any kind of command at the keyboard.
At worst, you might issue a series of commands
which could lock your printer into an "endless
loop" and cause a paper jam or eventual burnout.
But even this is highly unlikely, and would happen
only if you left the printer running unattended
for a while.
Occasionally an erroneous series of com-
mands will trap the disk drive in an endless loop.
This might occur if you're writing a program which
accesses the disk drive and you forget to provide
an escape from the loop. If left alone, the drive
might continue spinning indefinitely and eventu-
ally overheat. But again, -you'd have to be ignoring
the situation for quite some time before this
happened.
In any case, no matter how badly you goof
up, you can always completely reset the computer
system by turning everything off for a few seconds
and then back on again. Anv program or data
stored in the computer's memorv will be wiped
out, of course, which is why it's important to save
copies on disk or tape. (Bf
All the hits
your computer
is missing
■M I
JUNGLI HUNT
MS.PAC-NMN
poupomtwn *—sa
PROTECTOR II
MCttK FA* JMOM
DOHKCT HONG
MS.PM-MftN '.""'
moon patrol s
jumgu hunt ••:.■■':"
sattieioni s —
DONKEY KONG ".■
HOBOtnOM:10Sfl '
COMMODORE
64
'I1 Tl-rttTI-WB
Bg ebb C
If you thought you'd never find fun games for
your hardworking home computer, happy days
are here. Because now ATARISOFT" has all
the great hits. . . Pac-ManJ Donkey KongJ by
Nintendo;' Centipede'; Defender; Joust; Jungle
Hunt; Moon Patrol; Pole Position; Galaxian1,
Ms. Pac-ManJ and Battlczone!"
And we've got them for all the hit computers
. . .Apple, IBM, Commodore 64, Vic-20, Colecovi-
sion* and TI 99/4A. We've got Pac-Man, Centi-
pede and Defender for Intelli vision too.
So dust off vour joystick and ask your dealer
for all the ATARISOFT hits. It's the software your
hardware's been waiting for.
aimisoft:
All the hits your computer is missing.
ATARISOFT products ate manufactured by Alan. Inc (or use wrft varous computers and vdeo game consoles ATARISOFT products am not made, licensed or approved by tiro manutadurerg oi these
™X; and^eo earn consoles -Donkey Kong and Battlc/one not available on Cotocwwn 1 Trademarks ol Bally Mta Co SufcJrcensod to ATARI. Inc by NamcoArwrica Inc 2 Trademarks and
CNmlenoo'lSat 1983 3 T.ademarksandOWtfliamsigBO. 1982. manufactured under ncensc from Williams Floctron.cs 4. Tnidemart and ODlTa.lo America Corporate! 1982 5 Engineered and
designed by Narnco Ltd manufactured under licenw by ATARI. Inc Trademark and ID Nomco 1982. Alan* O A Watnet Communications Co O 1984 ATARI, inc All rights rtsefvad
unnssm
The
Designers Behind
MULE.
Dan Bunlen, head of the design team behind M.U.L.E.
They're all over 30 — "old men in the computer
field," by their own admission. But they've written
a game with enough depth and charm to keep the
most discriminating videogame players happy for
hundreds of hours. They're the design team behind
M.U.L.E.: Dan Bunten, Bill Bunten, Jim Rushing,
and Alan Watson.
28 COMPUTEI's Gazette June 1984
ENTER THE ELEPHANT SAFARI
EPSTAKES
GRAND PRIZE
(1 winner)
An exciting two week adventure for
two to a wild game preserve in Kenya,
Africa. The trip includes airfare,
luxurious accommodations, meals,
tips, and taxes.
SECOND
PRIZE
\ (25 winners)
A Bell & Howell
35mm camera. The 35J
complete with fine Lumina lens completely elim-
inates complicated focusing.
THIRD
PRIZE
(100 winners)
Camouflage
Nylon Duffle Bag. This handsome bag
is water repellent and double reinforced at all
stress points.
And thousands of Elephant Safari camou-
flage T-shirts featuring the Elephant logo.
FIRST PRIZE
(5 winners)
A Deluxe Camping Pack
age featuring an 8' x 10'
Wenzel Cabin Tent, four
Wenzel sleeping bags,
plus a Coleman lantern,
stove and cooler.
HOW TO ENTER
No purchase necessary. Just come into a participating
Elephant Safari Sweepstakes dealership where you'll
find free entry blanks and official rules. While you're
there, checkout our full line of quality
Elephant memory disks and accom
panying products. Entries must be
received by July 31, 1984. Void
where prohibited.
For the Elephant
dealer nearest you,
call 1-800-343-8413.
In Massachusetts, call
collect 517-769-8150. ELEPHANT NEVER
FORGETS
: I " ■ ! -''-
■ ■■-■■■■■■■'■■- y-^ ■--:-■
::::'■■ i&g$9ii
>.m
?«5*aw»*
See
HAVE YOU EVER REALLY
^iI«HUVi:^Y«ll|:{«TT[ci] I
A HOME COMPUTER?
m
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[MJ*r*» •>•*•;•£ J' /■"■*■?¥/.'
bE_2* '
M
'•'■•■:«'<■;;
P »
Most people have never really figured out why they
bought a home computer. That's because most people
have never figured out what their home computer can
really do. There's more to it than balancing a checkbook
or zapping aliens.
But how do you learn enough about your computer to
figure out what it can really do? You could buy one of the
thousands of computer books on the market. Or you could
buy one of the thousands of pieces of educational
software. But the problem is that the books and software
don't go together. So when you use one, you can't use the
other. And you really should have both.
SOFTEXT has the solution. We have a selection of intelli-
gent, stimulating, integrated, software/book packages.
The software and booKs can be used alone or in combina-
tion. And each software/book package also includes an
easy-to-understand User's Guide.
So don't sit around trying to figure out why you bought a
home computer. Instead, figure out how you can get your
hands on a SOFTEXT package.
AT THE HEART OF THE MOUNTAIN
Th.s package leaches children and adults
to program in BASIC by invoking them
in a fascinating adventure story. Join
the characters in a journey of discovery
as they too learn about computers tor
the first time.
EASY PROGRAMMING
WITH THE TI-99WA
Get the most out of your
TI-99/4A. learn efficient,
professional programming
techniques even if you re
a beginner.
THECOMMODORE64
MUSIC MASTER
This is the only true
"teaching" package
of its kind, Learn to":
compose and create
music while exploring
sophisticated
programming skills
DISCOVER YOUR VIC-20
Using specific examples, this is
a n advent u re- ba serf pa ck-
age that goes beyond the
traditional BASIC
introduction.
THE COMMODORE
PUZZLE MASTER
This package contains
fifty brainteasers and
their programmed
solutions. Leam how
to design your own
puzzles with color,
sound and graphics.
— WWHU 1 U ! I. J* -
AN INTRODUCTION
TO THE COMMODORE 64
This is a thoughtful, entertaining,
self-paced guide to programming.
An important investment for
any Commodore 64 owner.
{Shown with book and tape)
YOU BOUGHT A HOME COMPUTER.
SOFTEXT INC., 380 Green Street, P.O. Box 2007, Cambridge, MA 02139, (617) 876-2334
The ship has just dropped you off on an
unsettled planet, and won't be back for
months. You have some money to buy
supplies at the local store. You have the
assistance of three companions. And you have a
multiunit labor element- — a combination robot/
telephone/toaster/ radio/best friend, affectionately
referred to as M.U.L.E. — that tends to run away
occasionally and break down eventually.
He's basically a good little guy. Maybe a tad
klunky and weird-looking, especially as he lopes
across the screen before the game begins, but he's
got a tough job. Some consider him endearing.
Settling the planet isn't easy. Acid rainstorms
may ruin your solar collectors. Insect swarms
threaten your crops. A fire in the store could de-
stroy all the supplies. A random meteorite pro-
vides more crystite — a valuable rock substance —
but obliterates whatever was in its path. If you
decide to mine ore, you risk losing every thing to
space pirates. Whatever you choose to cultivate —
food, energy, crystite, or smithore — can make or
break you, depending on the supply and demand,
and on how daring you are during the game's 12
auctions.
And you can't do it alone. You need the help
of your companions. You need nerve. You need
your M.U.L.E.
Millions of miles from that imaginary planet,
in a residential district in Little Rock,
Arkansas, sits a house, rather homey and comfort-
able. Across the street is a park and a little lake.
This is the home of Management Systems
Engineering, otherwise known as Ozark Soft-
scape. Otherwise known as Dan Bun ten, Hill Bun-
ten, Jim Rushing, and Alan Watson, the designers
of M.U.L.E.
Dan, head of the design team, has a back-
ground in industrial engineering, and has worked
in a number of "traditional" careers, including a
stint as an assistant city manager.
He wrote his first microcomputer program in
1979. Named Wheeler Dealer, it was a business
simulation for the Apple. "It was really very primi-
tive," says Bun ten. "Looking at it now, I say to
myself, 'Did people really do those kinds of
things?' It contained a lot of real klutzy things
that I wouldn't do anymore."
32 COMPUTE !'s Gazette June 1984
Wheeler Denier was published by the now-
defunct Speakeasy Software and cost $50, which
was an "outrageous price," according to Hun ten.
"I think it sold 150 copies," he says.
Though it may not have had appeal, Bunten's
first program did have something that would
later become an important element of M.U.L.E.:
It had four players. "I had to design my own
hardware device that allowed four different input
lines," he says.
Next came Cartel* And Cutthroats, another
business simulator, and Cytron Masters, a "nonwar
war game," according to Bun ten. Computer
Quarterback, which was converted from a main-
frame, was his best seller (6000 copies) before
M.U.L.E,
Cartels piqued the interest of Tripp Hawkins,
president of Klectronic Arts. "Tripp was a real
Cartels fan," says Bunten. "Initially, he wanted
my brother Bill and me to do another game like
that, a business simulator. The problem was that
it was a little too cerebral, not as playable as
M.U.L.E. It did have the kind of depth that Elec-
tronic Arts was interested in, though."
About this time, Jim Rushing and Alan Watson
got involved. "Alan had been a salesman at a com-
puter store," says Bunten. "He had written an
arcade game and sold the rights to it. He was look-
ing for some way to be able to design games full-
time, but didn't think it would be possible for
another couple of years. He was glad to jump at it.
"Jim Rushing' had finished his M.B.A. 1 le
was looking for jobs, but didn't find anything
that really interested him. In the meantime, he
was learning programming on his own. His cash
flow needs were so reasonable that we were able
to bring him on real quick."
Ozark Softscape also has some part-time help
which includes Roy Glover, who wrote the de-
lightful theme song for M.U.L.E.
MU.L.E. was the result of Ozark Softscape's
■ first effort to design a game as a team,
though Bill and Dan had played and designed
games together all their lives. When Dan was 12
and Bill 10, they drew a complete naval war game
on their basement floor.
"Bill and I did the main design of M.U.L.E.,
though the initial brainstorming process involved
COMPUTE'S
DISK
COMPUTED gazette DISK will premier with the May
"984 issue of compute i 's gazette. When you subscribe
to computers gazette disk, each month you will re-
ceive a fully tested 5 '/4-inch floppy disk which will
run on eitheryour Commodore VIC-20 or 64 personal
computer. Each issue of computei's gazette disk
will contain all of the programs which appear in
the corresponding issue of COM PUTEl's GAZETTE. You'll
save hours of typing time and be able to enjoy all of the high
quality software found each month in computed gazette.
Here are just a few of the quality programs
which will appear in the May 1 984 issue:
> Props — a fast-paced, nonviolent game for the Commo-
dore 61. Animated with machine language, the game
puts you in control of a pigeon lost in a dangerous sky
filled with whirling propellers. Your goal is to make it
across the sky to find your skittish mate, who moves un-
predictably from coop to coop.
> SuperSpnte — an unsteady flyer depends on you to guide
him down through a series of unfriendly kryptonite bar-
riers. For the Commodore 64, SuperSprite makes effective
use of sprite animation and sound.
i PRINT Sound — a utility for the ViC-20 which translates
letters into musical notes. All you supply is a simple PRINT
statement.
» Sound Story — an exciting demonstration program that
illustrates the sound capabilities of the VIC-20. A story
with screen text comes to life with the sound of crickets,
lightning and thunder, a UFO in flight, and Morse code.
and many more!
Ordering Information
To Order:
To reserve YOUR copy of the premier issue of the gazette
disk and enter your subscription, return the attached post-
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Subscription Rates:
Srx month subscription S39.95
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Individual Issues:
individual issues of the gazette disk can be ordered for
$7.95 (in the US and Canada add S 1 per issue for shipping
and handling. Outside the US and Canada add S3 per
issue}. Individual issues can be ordered by calling TOLL
FREE 800-334-0868 (in North Carolina call 919-275-9809).
or by sending your prepaid order to: gazette disk, P.O. Box
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everyone," says Bunten. "Bill doesn't program,
so I translate the ideas into program design.
"Alan essentially takes care of the graphics
and animation, how things are going to be pre-
sented. In M.U.L.E., we wanted something that
revolved around an auction, and some kind of
pressure to get people to buy and sell to each other.
We wanted some kind of creature that was going
to be the mule, and creatures to represent the
players. Alan took those ideas and made them
into graphics and attractive screen design.
"Jim Rushing docs the most serious chunks of
programming. He'll take one big piece, like all of
the auction dynamics in M.U.L.E. In his case, it's
not so much design that's needed as very involved
programming, a lot of effort, and flexibility."
Remember the first time you played
Monopoly? It didn't take more than a few minutes
to read the rules printed on the inside of the cover's
box, but you probably had to keep referring to
them in certain situations until you had played
the game enough times to remember.
M.U.L.E. presents the same problem to many
people. "It has a difficult learning curve," says
Bunten. "That's a real dilemma. M.U.L.E. is aimed
at a pretty critical audience.
"But we were a little surprised to find out
that it's not as small a group as we were afraid it
would be. It cuts across all kinds of boundaries
that we wouldn't have expected. One of those
that's quite pleasing is that quite a few women
piny M.U.L.E.
"I don't know why that is. I don't know what
we did. I do know that we didn't include any
overt violence, and we didn't make the game
cutthroat to the point of hurting each other.
There's competition, but it's within a framework
of cooperation to ensure success. That's an ap-
pealing concept.
Appealing as M.U.L.E. may be, its designers
feel that it could be more so. They're working on
a Gold Edition. "You always wish you had another
month to add some more depth to a game," says
Bunten. "But it's a problem of diminishing re-
turns. Each little piece of additional stuff adds a
significant amount of time. The publisher has to
take it away from you at some point. Electronic
Arts calls it creeping elegance."
34 COMPUTERS Gazelle June 1984
In M.U.L.E,, Ozark Softscape allows you to
step forward in time, to aid in the colonization
of a planet. Their new game, Seven Cities Of Gold,
takes you back to the sixteenth century, on an
expedition to the New World.
"Ah ha!" you might think. "I know where
the incas are. I'll just go down there and take all
the gold and head back to Europe."
It can't be done. "We want to convey the
feeling that the Spaniards must have had, standing
on the deck of a ship, not knowing anything about
what was to the west," says Bunten. "Most of us
know too much about geography to be able to
experience that feeling. So our game is built on
the sense of wonder and awe at the size of the
world that the conquistadors were discovering."
To try to accomplish that ambitious goal,
Rushing wrote a random world generator, which
took about four months. "We tried to do some of
the more difficult state-of-the-art graphics stuff,"
says Bunten. "I guess it will be up to the market
to decide if we succeeded.
"A lot of strategy games are still keyboard -
oriented. They leave it up to you to create an am-
bience. I don't think you should expect people to
do that. I really think you must present them with
as complete and visually appealing an environ-
ment as you can."
An important element of Seven Cities is inter-
acting with the natives. That's done through a
joystick for two reasons, savs Bunten. "In the
first place, it's easy to be nonverbal with a joystick.
That's the design reason. The other is that the
natives and the Spanish didn't share a language
and pretty much had to live off what they per-
ceived the other to be attempting."
Bunten fears that Seven Cities may be offensive
to some people's sensitivities. "Many of the
conquistadors treated the natives horribly," he
says. "Theirs was an arrogant and prideful
approach to a society that had its own history and
roots .
"But to be historicallv accurate required that
we had to include violence. 1 don't like the idea
of players hurting other things, but there's no
alternative or you're forcing your own moral deci-
sions on an audience that ought to have the choice
themselves.
Prentice-Hall
speaks a language other
publishers have forgotten.
English.
PROGRAMMING YOUR COMMODORE 64 IN
BASIC by Mano J Eisenbacner An easy- to -digest
mlro thai includes. at each level, new vocabulary
IrveEy sample programs, and exercises "answers Two
e""-e Chapters on graphics S"2 95
GRAPHICS FOR THE COMMODORE 64 COM-
PUTER by Jeff Knapp This collection ol easy-
to-master programming techmquc$ and 8ASIC
programs unleashes amaitng graphics 512.95
SPRITE GRAPHICS FOR THE COMMODORE 64
by Sally Greenwood Larsen Shows how To produce
high resolution, color, animated graphrcs TweniyW
read-lo-run sample programs. SIS 95
.BiwiSi:^
ODORE
MUSIC AND SOUND FOR THE COMMODORE 64
by Bill L Behrcndt How to use (he Commodoffl 64 s
Sound Interface Device and how To write programs
mat malch me sounds of various hand irstrumenis
SM95
USING THE COMMODORE 64 IN THE HOME by
Hank Libra-ch and William Behrenrjl Home of the
fulure' Twenty ongmai programs For check book keep-
ing, loan paymenls, family nuUMion. oducalion,
games and much more Book 'disk available $10 95
EASY INTERFACING PROJECTS FOR THE VlC-20
by James Downey, Don Rind sborg, and Wiiuim Isher
wood Do; ens of mlorfacing propels wMten m BASIC
and specilicaliy designed lo maximize the VlC-2Qs
power S12 95
PRENTICE-HALL/THE LEADER IN COMPUTER PUBLISHING
For more information about our computer books and software, write to us at the address bclmv. DlmIlt inquiries welcome.
Prenlict-Hall. General Publishing Division, En^lewood Cliffs, N.J. 07632
'We guarantee ctiai all our guides are easy to read and simple lo apply without ibo aid ol a celoronco horary a computet salesperson, or a niece who just graduated Iroin Ml T
Still the Best!
Rated THE BEST educational
program lor the VIC 20TM by
Creative Computing magazine.
Commodore 64 version: "This
is the best typing tutor we have
seen yet; it can get your
children touch typing in short
order and bring an old hand up
to speed. Includes excellent
training modules and an
arcade type mode to liven
things up and put some
pressure on; *#** +" INFO-64
Our customers continue to tell
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who touch types at the computer."
(58 year old man writes) . . . "great, excellent. To me a source
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In dally use by schools across the USA.
"Computer aided Instruction at its best" Commander magazine
TYPING TUTOR + WORD INVADERS
The proven way to team touch typing.
COMMODORE 64 Tape $21.95
COMMODORE 64 Disk $24.95
VIC20(unexpanded) Tape $21.95
tfB#l
IFR
(FLIGHT SIMULATOR)
DISK OR TAPE
FOR THE
COMMODORE 64
$29.95
CARTRIDGE
FOR THE VIC 20
$39.95
JOYSTICK REQUIRED
Put yourself in the pilot's seat! A very challenging realistic
simulation of instrument flying in a light plane. Take off,
navigate over difficult terrain, and land at one of the 4 airports.
Artificial horizon, ILS, and other working instruments on
screen. Full aircraft features. Realistic aircraft performance -
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™5( Shipping and handling 51 .00 per
■■■■ order. CA residents add 6% tax.
ACADclilV
SOFTWARE
P.O. Box 6277, San Rafael, CA 94903 (415) 499-0850
Programmers: Write to our New Program Manager concerning
any enceptlonal VIC 20TM or Commodore 64TM game
or other program you have developed.
The laws of supply and demand affect whether players buy or
sell and at what price.
"Bill and I were real Indian sympathizers
when we were growing up. We always sided with
the Indians instead of the cowboys. It just seems
like such a neat, romantic culture to us, so in tune
with the earth. Then to write a game where at
least part of the game is wiping out Indians — that's
problematic."
Bun ten believes that players will face the
same moral dilemma that they did designing the
game. "The player will know that they have the
power to beat these people, so why not?," he
says. "Actually, conquest is efficient, inexpensive,
and so tantalizing that it's tough to avoid it. But
the optimal solution is to trade with the natives."
If M. U.L.E.'s mules and other odd-looking
characters are endearing to some, they're gems in
the rough to Dan Bunten. "It's a little fatuous to
say that we're really hitting home with the things
we're trying to deliver," he says. "How much
impact can a klutzy cartoon character have on
you?
"We're in such primitive stages of develop-
ment. We have a message that we may be at-
tempting to deliver to the audience, but we don't
yet have the mechanics of delivering it. We don't
know the grammar yet.
"What we're trying to accomplish in any par-
ticular game is to create such an attractive vision
or fantasy that people just get sucked into it. One
of the neatest accomplishments is when people
start taking metaphors from your games and ap-
plying them to situations in their own lives. "<Bf
^ I
}*1<Z .
-' e *> fe o r - r :
A TUTORIAL
A Learning Experience
on your Commodore 64
.0. Box 948. Watertjury, CT 06720
(203)621-9361
Canrmhx' ■
111 Cur
^COMMUNICATION!
ROBERT SIMS, ASSISTANT EDITOR
Navigating The Networks
Of all the information utilities and data bases avail-
able to home computerists, four are best known
to Commodore computer owners: Dow Jones
News/Retrieval, Delphi, CompuServe Information
Service, and the Commodore Information Net-
work (accessed through CompuServe).
Commodore owners are usually introduced
to these companies when they buy a modem and
find that the package contains offers of free mem-
berships or reduced membership fees for these
networks.
With a modem and these bargain member-
ships, a user has access to an incredible array of
information and services. Also, you onlv pav for
what you get. There are no minimum use require-
ments, so if you need to be online for only 30
minutes a month, that's all you pay for. (There is
a $3 monthly charge if you choose direct billing
instead of using a credit card.)
From Stocks To Poetry
Dow Jones is oriented almost exclusively to busi-
ness and finance. With services such as The Wall
Street Journal on-line, and current stock quotes, il
is the leader in business services.
Delphi offers the fewest services because it's
new (about a year old). But its newness has ad-
vantages. It's not crowded with established ser-
vices, so there are plenty of opportunities for en-
trepreneurs to enter the home telecommunications
market under its network umbrella. And, since
newer services tend to be more experimental and
innovative, the more adventurous computer users
are likely to find something of interest and value
on Delphi. For example, Delphi has a feature called
Writer's Corner, where authors can publish their
works and receive royalties when other users
read them. Also, Delphi maintains a much more
informal atmosphere, both in its menus and home
computing services.
CompuServe offers the advantage of size,
with the widest available range of business and
home services. In addition, it has a whole library
of documentation at reasonable prices. And
38 COMPUTE I's Gazelle Juno 1984
CompuServe sells Vidtex terminal software tail-
ored for the special capabilities of most com-
puters.
Special Interest Groups
CompuServe members can access Commodore's
Information Network without extra charge. Oper-
ated by Commodore Business Machines, Inc., the
network contains Special Interest Groups (SIGs)
for the VIC-20, 64, PET, and Commodore's busi-
ness computers. There's also a separate SIG for
programmers.
Each SIG comprises a bulletin board, confer-
ence lines, and several data base access areas in
which you can upload and download public do-
main programs. Commodore operates an on-line
Computer Club and user group which is separate
from the other SIG services. There is a $10 mem-
bership fee, for which you get a newsletter, a quar-
terly catalog for ordering computer supplies and
software at a discount, and a club access area
where you can upload and download special club
programs.
Accessing The Networks
All the networks provide their subscribers with
documentation on how to log on (connect to the
network), with a toll-free 800 telephone number
to call if users have problems making the connec-
tion. Access to Dow Jones and Delphi are provided
through third-party value-added carriers. These
companies maintain phone numbers in most met-
ropolitan areas. Users call these local numbers
and type in the special code sequence which the
carrier uses to connect the caller to the network.
Dow Jones is accessed through the carriers
Telenet, Tymnet, or Datapac (for Canadian sub-
scribers), Delphi uses only Tymnet. To access
CompuServe (and the Commodore network),
you can use CompuServe's own telephone num-
bers, as well as Telenet, Tymnet, or Datapac.
Most networks include the carrier costs in
their regular charges to users. However, if there
is a CompuServe number available and you choose
your Commodore
comfortable at home
Now your home computer can help you cook, keep your accounts, find an address or
keep track of your record and book libraries — with first-class software specially tailored
for the home environment.
The Home Organizer'" series includes a wide range of separate and individual programs for
different activities like stamp collecting, personal banking, or home photo and movie
collections. Each one is pre-programmed with a "page" format planned out by experts to
make it easy for you to store and retrieve the information you'll want for your special activity.
You don't have to program anything yourself. Just load the disk and start feeding in your data.
If you're used to run-of-the-mill home computer software, the speed and simplicity of the
Home Organizer™ series will surprise you. Each program is written entirely in "machine
language", the most basic computer code. So they search, sort and analyze your data with
amazing speed.
The Home Organizer'" is fast enough to sort through your household belongings in
seconds, yet so simple the children can use it to look up a phone number. Choose any or all
program modules that fit your needs. They make ideal gifts, too!
i »*= OSTCMffl* , 5C»C^ 1WUB" ; xt-~
(batteries S? included)
"Excellence in Software"
For .1 full color brochure write (a-.
Batteries Included. 186 Queen Slreel West, Toronto. Canada M5V 1Z1 (415) 596-1405 3303 Harbor Blvd , Cosla Mesa. CA. 92626 (714) 979-0920
COMMODORE 64 IS A REGISTERED TRADE MARK OF COMMODORE BUSINESS MAC WES
l.rH^^f4:hJ<rnH«Llni'J<M«'J-LHl"l'ff(rJ-LilTjil3fJjTirJ"lJl'J)JjJtJPj-4.1...Jri-JM|^<K|l*+i*i«MMf4.|l|.J.UJ.J.JPli|*|*J.JH
H|l nnuHMllMHMilililWUtllltmUlMHiUUMIIlllJl imill»mllUttltH»iHWjH»^i^
Real MMsic mm
HI
Mtx Comport
^itm%tit*iUiMUUUtiHtmi
Uli^lM* ilMWMHHtHMllttmHIIHttltUI ltHH«ll*l«lU ||| |*l »l«iHHIH4lllH4Nl«MlAUBM*l«tn»l«H*IH4 i«4i*J JHi«M*tM 41 »HHatMM»HMBUftMH«a«l»*i»-
nLl*i!tmiliHiHMiMMlm'M"'HHi • n 'i<T+mti't»<
jteterCompo&r;
and fulfillment ol composing your own classical or roc!
I
• offers you the Joy
I rock songs, or even
imitating your favorite "Top 40" music. Real "Get-Down-Get-Funky"
music at the tip of your fingers. With Master Composer™ you'll have full
control of the Commodore 64's * sound synthesizer and be able to produce
all types of music from simple melodies to Intricate compositions.
CAUTION: Although Master Composer™ from ACCESS may be
the easiest way to compose yourself, continued use has proven it s
difficult to stay that way!
Features:
• Music files (songs) are easily added to a Basic or Machine Language
program.
Q25 East 900 South SLC
• Voices are developed in the "Audition" mode. (Your song plays con-
tinuously while adjustments are made to the different computer
voices)
• Help Screens
• Tuning Function
• Standard Metronome Speed Control
• Hard-copy of your song.
• Full library of preset voices for the most common musical In-
instruments.
• Full song library
• Comprehensive user manual with over 60 pages of Instructions.
examples and information.
SOFTWARE INC.
, Utah 84105 (801)532-1134 "Commodore 64" Is a trademark of Commodore Electronics Ltd.
"The War Gamelb End AH War Games!
■
^»*«8$HB
man
Take command of the hottest new strategic war game ever, BEACH-
HEAD™ from ACCESS. The battle action Is filled with spectacular 3D
realism and sound effects that would even make Hollywood envious!
Six separate sequences take you Into the heart of battle. Meet each
one with calculated skill and with a little luck, you just might survive
long enough to knock out the enemy fortress.
* Nominated (or BEST GRAPHICS AND SOUND award "Billboard
Magazine, 1984
MASTER COMPOSER™ r,„i music
that you compose. Imitate your favorite 'Top
40" or compose your own, taking full
advantage of the sound synthesizer of the
Commodore 64™
SPRITEMASTERr Spritem aster Is
the finest utility available for multicolor sprite
animation and game programming. It will
have you making full color animated objects
In Just minutes. It can also be used as a
teaching tool for developing artistry and
creativity.
NEUTRAL ZONE:™ Neutral Zone takes
you to the outer edges of the galaxy, to
ALPHA IV. a long range early warning station
whose mission Is to detect alien intruders
from other galaxies.
SOFTWARE INC.
925 East 900 South SLC. Utah 84105 (801)532-1134 "Commodore 64" is a trademark of Commodore Electronics Ltd.
to use Telenet or Tymnet, you may be assessed a
surcharge for using the alternate carrier.
Each of these numbers is a local call, even if
you're in California calling a computer complex in
Massachusetts. (If you live outside a metro area
and must call long distance to a carrier number in
a nearby city, you are charged the long-distance
rate to call that number.)
Facing The First Menu
All four networks are menu-driven and allow the
user to choose the service he wants. Delphi,
CompuServe, and Commodore also offer the op-
tion of verbose (complete) or brief menus. You
can choose a menu with or without explanation
of menu items and commands, or you can simply
receive a prompt. Experienced users save time by
switching to the abbreviated menus or prompts.
Dow Jones has a different procedure from
the others in that it doesn't automatically send a
menu when you log on. After your password is
verified, you are prompted to ENTER QUERY. At
this point you can go directly to any service, ask
for an introductory menu, or go to the main menu.
A new user would best benefit by typing //INTRO
for the introductory menu. A welcome screen
appears, then a menu like this:
PRESS FOR
1 Closing Dow Jones Averages retained
2 Weekly economic update revised on Fridays
3 News/Retrieval operating hours expanded
4 Customer Service Information
Type 4 to get the basic information needed to use
the network, change your password, and perform
other recordkeeping chores. When that's com-
pleted, type //MENU to get the main menu:
TYPE FOR
//CQ Current Quotes
//DJ NEWS Dow Junes News
//HQ Historical Quotes
//UPDATE Economic Update
//WSJ Wall Street Journal
I lighlighlsonline
//DSCLO Disclosure II
//EARN Corporate Earnings Estimator
//FTS Free Text Search of Dow Jones News
FOR MORE CHOICES PRESS RETURN, FOR 1 IELP,
TYPE DATA BASE SYMBOL AND HELP. (EXAMPLE:
//CQHELP)
This is only the first page of the main menu; to
see the rest, simply press RETURN.
To select a data base, type two slashes and
the data base code.
Dow Jones provides a comprehensive manual
(without extra charge) which contains all the in-
formation and sample menus required to use the
network.
42 COMPUTE!'; Gazelle June 1784
Delphi's Guided Tour
Delphi provides a free manual to each member,
and also offers an on-line guided tour to give the
subscriber necessary information. Printed docu-
mentation consists only of general information
and a quick-reference card of network commands.
During the guided tour, instructions are given
on how to change your password, how to use
several control characters to move around Delphi,
how to set screen length and width, and how to
choose either the brief or verbose prompts. Then
the main menu is presented.
Main Menu:
Bulletin Boards
Conference
Delphi-Oracle
l:\it
Financial-Services
Games
Guided Tour
Help
Infomania
Library
Mail
News
Online Markets
Profile
Scheduler
Travel
Writers -Corner
MAIN> What do you want to do?
To go to any Delphi service, type the name from
the menu. The service you select will then offer
other menus from which you choose particular
sections of the service.
CompuServe Uses Numbers
CompuServe's menu system is more complex,
with numbered menu items and system page
numbers. After you log on, the main menu
appears:
CompuServe Page CIS-1
CompuServe Information Service
1 Home Services
2 Business and Financial
3 Personal Computing
■I Services for Professionals
5 User Information
6 Index
Enter your selection number,
or H for more information.
!
The exclamation mark at the bottom of the menu
is a special prompt, called a command prompt. A
GO command typed at a command prompt sends
you directly to any area of the network, bypassing
the usual path through several menus.
The Information Menu
New users should choose item 5, User Informa-
tion. This menu appears:
CompuServe Page CIS-4
USER INFORMATION
1 What's New
2 Command Summary & Usage Tips
3 Feedback to CompuServe
TTieENDofDINKETY
DINK-DINK
.nnouncing
the first computer
music program that
actually sounds like
music
LET'S FACE IT. Up till now, music
programs for your home computer
have all sounded, well, pretty lame.
There were the ones that resembled
little electronic music boxes, remem-
ber? And then there were those that
sounded like so many burps.
Enter Music Construction Set™ It's
the first music program that really
makes use of the power of that ma-
chine you've got. If you're a serious
student, this means you'll be able to
work with an intricacy and range of
sound quality you've never heard be-
fore on a computer. And if you know
nothing about music, you'll find some-
thing even more important. Namely,
that this thing is simple enough to
be a lot of fun.
Take a good look at this screen
because it, you, and a joystick are the
whole story here.
That's you at the right end of the
staff of notes — the little hand. Move
the joystick, and you move the hand.
Use it to carry notes up to the staff.
Lay in rests. signatures, clefs, then point
to the little piano in the lower right
and listen, because you'll hear the
whole thing played back.
Move those litdc scales in the mid-
dle up and down to vary the music's
speed, sound quality', and volume. Use
the scissors to cut out whole measures,
then use the glue pot to paste them
in somewhere else. Got a printer?
Great. Print the score out and show it
off to your friends.
But what if you're not up to writing
your own stuff yet? No problem.
There are twelve pieces of music al-
ready in here, from rock 'n roll to
baroque. They're fun to listen to, and
even more fun to change. (Apologies
to Mozart.)
The point is, the possibilities are
endless. But if you're still skeptical,
visit your nearest Electronic Arts dealer
and do the one thing guaranteed to
send you home with a Music Con-
struction Set in tow.
Boot one up. Point to the piano.
And listen.
ELECTRONIC ARTS'"
MUSIC CONSTRUCTION SLT n iuiw .u JiLiblc for Apple ][.]!-. [[(. J«»i C..nimi>li.;e M n-mpiitro. The Apple venum wild J M. * k irfclio.iT d7 plays ihnrji i.t i;p w.n ikiii .- 1, It Itii- (k.mniuiirr V1TSM1 pl.iyi rkmli
L,f up to three note* each. Apple I* n ttgUtvftd tradrfflttk of Apple Computet Commodore: i* ■ Kgbteifidtft&mtficofComrnaSerc &>»SnmMirfetoei>lnc. fa nioKlfifbfinitkn about Efettnxdc* Aeu, write in .ir 2751
Cwnpw Drtw.Sm fcfaWh CA WW3 « nil I4U> 571-717!
4 Order Products, Guides, etc.
5 Change Terminal Settings
6 Change Your Password
7 Billing: Your Charges, Rates
Options, Making Changes
8 Logon Instructions & Numbers
9 Electronic Bounce Hack
Last menu page. Key digit or M for previous menu.
i
If you're a new subscriber, you'll go to this menu
often to refresh your memory about commands
and prompts, to check on how much money you're
spending, and to ask CompuServe questions
about confusing aspects of network services.
Select item 5, Change Terminal Settings, to
have CompuServe configure its output for your
computer. For example, choose 22, 40, or 80 char-
acters per screen line, or have the text displayed
in all capitals or in upper- and lowercase.
Changing Your Password
Select item 6 to change your password. You should
do this at least once a week. A password is like a
credit card number. If other users find out what it
is, they can use your account and you'll get the
bill. So never type your password while on-line,
except when logging on or changing it here.
Another important selection on this menu is
item 4, used for ordering CompuServe's manuals.
The Commodore Network
After you've finished with these recordkeeping
chores, you may want to visit the Commodore net-
work. The simplest way to get there is from the
main menu. Let's suppose you have finished chang-
ing your password from the User Information menu
(Page C1S-4). At the ! prompt, type M to get back to
the main menu (Page CIS-1). When you see the
main menu ! prompt, select item 3, Personal Com-
puting, then press RETURN.
You will receive the Personal Computing SIGs
menu (Page PCS-50). At the prompt, type 15, the
selection number for Commodore. You will receive
the Commodore main menu, Page PCS-160. Use
this menu to access any of the Commodore SIGs.
Another, more direct, route to the Commodore
network is to type GO PCS-160 at any ! prompt.
This goes directly to the main Commodore menu
from anywhere in CompuServe. To go directly to
the 64 SIG, enter GO PCS-156, and for the VIC SIG,
GO PCS-155.
The Bulletin Board
The most popular services for beginners on the
SIGs are the bulletin Board and the Conference
line. On the Bulletin Board are several hundred
messages on a wide varietv of subjects. Areas are
set aside for general messages, messages from
and to software and hardware vendors, and for
Hotline questions to Commodore, which are then
AA COMPUTEI's Gazette June 1984
answered on the Bulletin Board.
Commodore provides on-line instructions
and a simple line editor for users who want to
leave messages.
Control Characters
There are several control characters which are
helpful for typing in messages and other text.
Most are common to all telecommunications; a
few are used differently by different systems.
Control characters usually show on the screen as
an up-arrow and a character. For example, CTRL-
V, represented by ! V, is sent by holding down
the CTRL kev ^nd pressing V. The control charac-
ters cause the network software to interrupt what
it's doing and take some other action. Some of the
most frequently used:
I A Tells the host computer to slop transmitting at the end of
the current line.
1 O Aborts whatever is being transmitted and jumps to the
next prompt. Used on Delphi, instead of CTRL-P.
1 I' Aborts whatever is being transmitted and jumps to the
next prompt. You can use this to jump past the intro-
ductory bulletins on CompuServe.
1 Q Tells the host computer to resume transmitting.
I R Displays the line you are currently typing (Delphi),
1 S Tells the host computer to stop transmitting immediately.
I U Deletes the line you are currently typing.
t V Displays the current line you're typing (CompuServe).
The Conference Line
The Conference service (CO) is very popular, but
it can be confusing until you learn the quirks and
commands. Although formal conferences are
held on CO, the name is misleading because most
subscribers use CO as a kind of chat service, simi-
lar to a CB radio band.
When you select CO, you see a series of short
bulletins on what's happening on CO in the near
future. CO also offers some pointers on frequently
used commands, and outlines the etiquette to be
used on-line. It's good practice to download these
bulletins and command descriptions, and keep
them handy while you're on-line.
Next month we'll discuss downloading and
uploading in detail. For now, let's look at two
simple ways to download this information. If
your terminal software has a feature that dumps
the screen contents to the printer, you can wait
until your screen is nearly full, then press CTRL- A.
Next, press the proper key to print the screen.
When the transfer is completed, press CTRL-Q to
resume transmission, press CTRL- A again when
the screen is nearly full, dump it to the printer,
and continue this process until all the information
is printed.
The second method is a simple matter of open-
ing the buffer in your terminal software before
accessing the CO. (Consult your terminal software
"The Home Accountant
even fags transactions for tax lime.
And that's a big time-saver
because I can transfer Information
to The Tax Advantage1" program
and easily figure out what I owe."
• Pnpuljr C,m>pu[UtK, S'livember, I9HI
t Apple .Sufullc, April, 19B2
Everyone's talking about The Home Accountant;
Is it because it's the #1 bestselling
home finance package in the world? Or
because it's extremely thorough and
powerful and easy to use? Or because
it's great for home and business use?
Or because it has up to 200 budget
categories and handles up to 5
checking accounts?
Yes. But there are a lot more reasons
why people buy The Home Accountant.
And why you will, too.
Because The Home Accountant can
literally save you hours of time. And
take the headache out of handling your
finances, Whether it's selling up a budget,
cataloging your expenses, balancing
your checkbooks or handling your
credit cards and money market funds.
For personal or business use.
The Home Accountant will even
print net worth and financial state-
ment. Not to mention being a lifesaver
at tax time. Especially when you're able
to transfer information onto Continen-
tal's The Tax Advantage'" program and
figure out what you owe. Quickly.
In short, The Home Accountant is the
most effective software program there
is for managing your money. And man-
aging it easily.
Stop by your Continental Software
dealer today and pick up The I lomc
Accountant. You'll see what everyone's
talking about.
The Home Accountant is available
for Apple il/lle, IBM PC/XT, Atari
400/800/1200X1., Osborne? TRS-80
Models HI/4, Commodore 64, Texas
Instruments Professional, Zenith
Z- 100/1 10. Compaq and Kay Pro compu-
ters. Actual budget capacities will vary
with each computer.
For your free 64 page booklet, "Tips
For Buying Software," please write
Continental Software, Dept. GAZ,
11223 South Hindry Avenue, Los
Angeles, CA 90045,
213/417-8470.
Continental
Software
A Division of Array*, lue
.,.., ■j.n.i..iii., ■.■
documentation for the proper procedure,) Every-
thing that appears on screen will also be stored in
the buffer. When all the information has been
transmitted, close the buffer. Depending on the
capability of your software, save the information
to disk while on-line or after logging off.
But before trying either of these methods,
read your terminal software manual carefully. Any
good program will include a feature that automat-
ically sends the control characters, captures in-
coming data in a buffer, and stores it to disk.
Learning To Talk
After receiving this introductory CO information,
you will find yourself on Conference Channel 30.
If anyone else is on-line, messages like this will
scroll up your screen:
(30, Blackfoot) I see what you mean. Bui can you use
the cassette recorder...
(30, Blackfoot) and the disk drive at the same time? ga
(30,SamR.) Yes, no problem, ga
(30,Blackfoot) Thanks. I'll try it. ga
In this conversation between two users, the
information in parentheses is the conference chan-
nel number and the user's name. Users have a
choice of using the name listed in their Compu-
Serve account or of using a handle (pseudonym),
as most CB radio operators do. This option is also
useful when two or more people share an account
on the network. Each person can use his or her
own name while on-line. (To change your handle,
type /HAN on a new line. At the prompt, type in
your chosen name and hit RETURN.)
On-Line Etiquette
Blackfoot has typed ellipses (three periods) in
her first line. This means she has more to say. At
the end of her second line, she has typed GA
(Go Ahead). These codes are simple but essential
for other users to know whether it's OK to send
their comments without interrupting the current
"speaker."
When several users are on CO, it's common
to see several conversations carried on at the same
time. When that happens, users tend to start a
remark with the name of the person they're talking
to, like this:
(30, Blackfoot) Sam R. = > I sec what you mean.
But can you use a cassette...
Talking Back
The most confusing aspect of CO tor beginners is in
trying to type in their comments while other com-
ments are scrolling up the screen. Whatever you
type will appear mixed up with the incoming com-
ments. For example, if you try to type:
Hello, my name is Clyde
your screen might look like this:
A6 COMPUTE! S Gazette Junc)9B4
He(30,Blackfb«I)llo,Sam R.my = >I
seenawhat me isynu mean. Clyde
All this gibberish is only on your screen; other
users can't see what you're typing until you hit
RETURN.
There is no real remedy for this jumble. The
best solution is to avoid looking at the screen while
you're typing. If you get lost and can't remember
what you typed last, type CTRL-V to redisplay
your line, free of the gibberish. If you get
hopelessly confused, type CTRL-U to erase the
incomplete line. When you finish typing your
comment (less than 80 characters), press RETURN
and your message will be transmitted to the other
users.
It doesn't take long to gel the hang of this
unorthodox communication method, and the
reward of instant communication with other users
is well worth the initial confusion.
Conference Commands
Another tricky area for beginners is the use of
commands in the CO section. There are three
modes of communication on Commodore's CO.
The default mode is open communication; every-
one can see everyone else's comments. The second
mode is /TALK, for private conversations between
two users. The third mode is /SCRamble, in which
several users can have a private conversation.
To use these commands while in CO, type
them on a line alone, then press RETURN. If you
put any character, even a space, in front of the
slash, it won't work. (It will be sent as a comment
rather than a command.) If you find this con-
fusing, just type a CTRL-U before typing the com-
mand. This will delete anything you may have
typed by mistake. Then type the command and
RETURN, and you should get the desired result.
Conferencing modes on Delphi are different
from CompuServe. The default mode is private.
To join a conversation you must /PAGE one of the
members of a group and get the group scramble
code. Then you must /JOIN the group. There is
no open conferencing on Delphi, and the com-
mands are different, but the results arc the same.
A Few Quirks
Besides the special conditions on individual ser-
vices, the networks have a few general quirks
which can be confusing if you're not expecting
them. The strangest is a tendency for the charac-
ters on your screen to suddenly stop scrolling for
no apparent reason, then start up again. This
happens because thousands of people are using
the system at once, and sometimes it gets a second
or two behind. This occasionally happens on all
the networks, but is most noticeable during peak
evening hours on CompuServe.
CompuServe has become so popular that it's
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Features:
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• Display records-found, or NOT found by a search.
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A PptjonnUred Prions Directory Ptopfprrt
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in a constant race with its users, trying to expand
its capacity to keep up with the growing numbers
who log on every evening.
When the network falls behind, you may
experience a delay in moving from one service to
another. Delays of up to five minutes are not
uncommon.
No Dead Ends
Another problem for new users is the sense of
wandering in a labyrinth. Many beginners worry
needlessly about getting Lost in the maze of menus,
of wandering into a service that charges extra for
access and running up a huge bill. Or, they worry
about what happens if they accidentally hang up
without properly logging off.
First, it's difficult, if not; impossible, to get
into an extra -charge area without knowing it.
Many of the services require users to sign up sepa-
rately from their network membership, and un-
authorized access is not possible. There are ser-
vices, such as the Academic American Encyclo-
pedia (AAE), which can be accessed without prior
arrangement. However, the AAE menu includes
a notice that the service involves a $2 per hour
surcharge.
There are no dead ends on the networks.
Even if the network software crashes {a very rare
occurrence), or if a user gets nothing but garbage
scrolling up the screen, the option is always there
to simply disconnect the modem from the phone
line.
If a user disconnects from the network with-
out properly logging off (either by mistake or if
the connection is broken by a telephone line mal-
function), CompuServe's software will wait for
up to seven minutes, then log the user off. During
very busy periods, this may take up to 20 minutes.
The user is charged for this time.
Ifi/ou have questions or ideas about subjects you'd
like to see covered in this column, write to: Home Tele-
communications, COMPUTE!'* GAZETTE, P.O. Box
5406, Greensboro, NC 27403. Or you can send me
electronic mail. My CompuServe ID is 75005,1553.
For Delphi, it's BOZART.
Dow-jones News/Ret rieval
P.O. Box 3Q0
Princeton. Nj 08540
Delphi (General Videotex Corp.)
3 Blackslone Street
Cambridge, MA 02139
CompuServe Information Service
5000 Arlington Centre Boulevard
P.O. Box 20212
Columbus, OH 43220
Commodore Computer Club
P.O. Box 69
Wood Dale, 1L 60191 ffl
Commodore owners:
THE FUTURE IS HERE
if
Will your printer intortaca pass tho Commorforo' printer lost? Wo don't think so!.' Ours will.
The CONNECTION™ is truly me ultimate parallel interface lot the VIC2Q™/CQMMODORE 64™. This lulty intelligent
interface plugs into the dtsk (senal) socket |ust like the standard printer and you can easily assign it any device
number. It will provide viriuaiiy TOTAL EMULATION ol Ihe Commodore* printer including all standard graphic
characters {normal or inverse), column tabbing, dot labbmg, graphic repeat, dot addressable graphics, cursor
uptown mode, and more. It responds to all of the standard commands [PRINT ■#, OPEN. CLOSE, etc ) lo
insure software designed for the Commodore* printer will operate with the CONNECTION™. Use it in the
TOTAL TEXT MODE, or purchase ouf Universal' CONNECTION that works with virtually EVERY DAISY
WHEEL OR MATRIX PRINTER with standard Centronics Parallel conliguration. To take full advantage ol
your printer's special features, please specify the printer lypo. Available for STAR MICRON ICS, BXBO.
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ONLY SI 19.00 Complete. (Additional ROMs are available il you should ever change printers).
THE CONNECTION PROVIDES:
1) A 2K Printer buffer.
2) Full LED Status indicators.
3) Complete Built in self test.
4) Printer reset switch.
5) Adds Skip over pert, margin set, programmable line length, program
list format commands to your printer.
6) No need (or extra cost, special tape loader for graphics.
7) All features easily accessed from software.
B) ASCII conversion, TOTAL TEXT, EMULATE, and TRANSPARENT Modes.
•Mote: Only the Universal CONNECTION will not provide 100% Commodore graphics.
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Get more out of your Commodore wi
COMPUTE'S
For Owners And Users Of Commodore VIC-20 And 64" Personal Computers
More fun
More programs
Programs to help you balance your
checkbook, store your addresses, keep
lax records, manage your personal
business. You can create your own pro-
grams and games, improve your word-
processing, spreadsheets and data
base management, load and run faster
with 64 Searcher, VIC/64 Program Life-
saver, Quickfind, Word Hunt, Disk Menu,
VIC Timepiece, Automatic Proofreader
and more.
MJ.t J-: I ^I=TC» tTM
I I I ..
I 1
Martian Prisoner, The Viper, Skydiver,
Snake Escape, Demon Star, Cyclon Zap
and Oil Tycoon are just a few of the
ready-to-run gomes you'll find exclusive-
ly in COMPUTEVs Gazette each month.
Just type in the programs and watch
your screen explode with colorful new
computer game excitement.
More challenge
Ready to tackle more advanced projects?
In COMPUTEI's Gazette you'll learn How
to Use Tape and Disk Files. How to Pro-
gram the Function Keys. Writing Trans-
portable Bosic. How to Make Custom
Graphics Characters. New Ways to
Enliven Programs with Sound. One Touch
Commands for the 64. How to use
Machine Language. Speeding up the
V|C 20 — and much more!
Children will learn and develop
new skills with States & Capitols Tutor,
Wordmatch, Munchmath, Wordspell,
Connect the Dots, Aordvork Attack and
Alfabug. Computing for Kids, a regular
monthly feature, will uncover new ways
to involve your children in computing.
More buying
guidance
You'll profit from comprehensive reviews
of everything from dota-quality cassette
tapes to software to graphics plotters and
modems. Virtually anything that's compat-
ible with your Commodore is reported
on in COMPUTEI's Gazette. With this
kind of expert help, every computer pur-
chase you moke con be the right one!
"mT-
■
1-1 i Mi
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r I , .. | . r < I I ■ 1
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> i . ■ . i r *
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CALL TOLL FREE
000-334-0868
RO. Box 961, Farmingdale, N.Y. 11737
J
Mark Doyle
This two-player game for the Commodore 64
or VIC-20 with memory expansion (any
amount) makes tic-tac-toe a real challenge.
Joysticks are required.
Sound, color, and a three-dimensional playing
board add new excitement to this old familiar game.
After the title screen is displayed, both players
enter their names and how many games they
want to play. A multicolored three-dimensional
tic-tac-toe board then appears on the screen.
The player with the joystick in port 1 (64 ver-
sion) goes first. Since the VIC has only one joystick
port, players must take turns with the joystick in
the VIC version.
To move the cursor, at the top left corner of
the board, push the joystick left or right. When
you get to the desired location, push the fire button
and your marker will appear under the cursor. If
there is already a marker in the space, a low noise
will be heard and you will have to go elsewhere.
Winning Combinations
To win, you must get three of your markers in a
straight line before your opponent does. They
can be on one of the boards, or a combination of
the three boards going diagonally or up and down.
When you get a tic-tac-toe, your three pieces
flash different colors and the winning sound is
heard. The board is then cleared, and, if you
specified more than one round in the beginning,
you play again. If not, the score is displayed and
the game is over.
If you don't want to type this program in, I'll
be glad to make a copy (64 version only) for you.
Send $3, a blank cassette, and a self-addressed
stamped mailer to:
Mark Doyle
3755 Lemire Imhc
Sebastapol, CA 95472
50 COMPUTEVs Gazelle Juno19B4
Anna is about to win this round (64 version).
3-D Tk-Tac-Toe challenges you to think in three dimensions
(VtC version).
See program listings on page 177.
Software artists?
TO MAKE THE FIRST BASKET-
BALL PROGRAM that feels like the
real tiling, it helps to start with two guys
who know what the real thing feels like.
Enter Larry Bird and Julius Erving,
Bird — the hustler, die strong man,
deadly from outside. Erving —The
Doctor, maybe the most explosive
player in the history of the game.
We talked to them, photographed
them in action, studied their moves and
their stats and their styles. Then we
set out to create on computer disc an
event which may never happen in rea
life. We put the two of them together
on a dream court of light, for an elec-
tronic afternoon of one-on-one.
It wasn't easy. When
they talked, we listened.
When they criricized,
we made big changes.
When they gave sug-
gestions, we took them.
And it shows. This
thing is absolutely un-
canny. You actually
take on all the skills and
characteristics of Bird
or The Doctor — their
own particular moves,
shooting abilities, even
strength and speed.
You'll meet with
fatigue factors, hot and
cold streaks, turn-
around jump shots,
and 360 -degree slam
dunks. But there's some whimsy in
here, too — a funny referee, a shattering
backboard, even instant replay.
It's called Julius Erving and Larry Bird
Go One- on- One." You're Bird. Or you're
The Doctor. And that's the last deci-
sion you'll have plenty of time to make.
How we got this years hottest sports game out of
two rather inexperienced designers.
JulLua Ervinv and Lury Bird Go Onc*cnvOnc h now jmLbblt on dlVkciif m«t Appl? II. 11+,, and lie QMnputfi
u * Jen ur k of Appk Coin pu ccr. To f i n J mil more iKiut Elrtfmnic At i un d jt» p t l*J lk t\. wt itc m M 2 7 55 O mpm 1 3 c n c
intjUHlSI 5^^7171- FittifrvFeiulo&ttrid a sj^mrvd.K^^
IhSt and Aran Immf nimfurcn.
l Applf it a rruiMfrtd
5»M*ttO»CA.94«J
ftr 64. t'l'Tinimum uh
ELL CI HON [CARTS
Bombs with short fuses and
blind monsters add urgency
and danger to this all-graphics
adventure game for the unex-
panded VIC and the Commo-
dore 64. Joystick required.
Dave and Casey Gardner
Your quest is to find three
bombs It id den in the rooms
and corridors of the castle
dungeon. They were placed by
the evil wizard who is trying
to destroy the castle.
He also put nine beasts
in the rooms to guard the
bombs. Luckily for you, the
beasts are blind and will attack
only if you bump into them.
If you are carrying the en-
chanted sword when you fight
the beasts, you can defeat
them. You will also need the
magic key to open the locked
doors.
A Light And
Levitation
On your search through the dun-
geon you will be carrying a light
which is only bright enough for
you to see the area immediately
around you. If you move too
fast, you might fall into a bot-
tomless pit and be lost forever.
By standing next to a pit and
pressing the L key, you can in-
voke a levitation spell which will
allow you to cross over the pit
without tailing in.
The fuses on the bombs will
burn for only five minutes (three
minutes for the 64 version). If
you haven't found all three by
that lime, they will explode and
the castle wilt be destroyed. Each
time you play, the wizard will
place the various objects in dif-
ferent locations.
To save memory, the VIC
version of the program is in two
parts. The first part (Program 1)
displays the title page and in-
structions and defines the pro-
grammable characters used in
the second part.
WHY WATCH THE OLYMPICS WHEN YOU CAN BE IN THEM?
aim
You're an Olympic athlete competing in eight key events at the
Summer Games. How well can you score in track, swimming, diving,
shooting, gymnastics and more? So realistic, there's even an opening
ceremony and awards presentation after each event.
Unlike other "Olympics-Like" games, Summer Games has incredible
realism, superb state-of-the-art graphics and sound effects (including
national anthems from 18 countries), and it is a true action-strategy game.
In each event you must plan and execute your game strategy in order to
maximize your score. It is not just a matter of how fast you can move
the joystick.
So change into your running shoes, /$W
grab your joystick and GO FOR AX%
THE GOLD! ™r/
One or more players; joystick controlled. Strategy Games tor the Action- Game Player
A Special Filename
Type in Program 1 and SAVE it. If you are using a
Datassette change ,8 in line 28 of Program 1 to ,1.)
Then type in Program 2 and SAVE it as "D".
Here are outlines of the VIC programs:
Program 1 (VIC Loader)
Line(s)
1 Clears the screen and lowers the top of memory
2 Defines variables for sounds and the screen
3-5 Display the ti tie page
6-7 Play a tune
8-10 Complete the ti H e pa ge
11-22 Display i ris tru c ti on s
23 Randomizes (so each game will start differently)
24-25 Store character information in high memory
26-29 Start LOADing Part two
30-43 Title page DATA
44-49 Character DATA
Program 2 (Main VIC Program)
Line(s)
Initialize variables
Fills the screen with black spaces
Place She maze
Places doors
Places room floors
Places bombs
Places beasts
Places key
Places sword
Places pits
10
11
12
13
14
15
16-20
21
22
23
24
25
26
27
28
29
30
31-33
34
35
36-37
38
39
40-43
44
45
46-47
48-55
56-62
63
64-66
67-69
70-72
73-74
75
76-77
78-81
82
Chooses starting point, sets the clock to zero
Reads joystick
Checks if time is up
Set direction
If wall in way— stop
Sword?
Beast?
Door and no key?
Key?
Levitation spell?
Pit and no spell?
Pit and spell?
Bomb?
I f n o t mo vt ng j u mp a hea d to Line 44
Light up area around player
If key or sword found — make sound
If player fell in pit— jump to ending sequence
If player levitated over pit- — redraw pit
Cancels levitation spell
Makes player movement noise
Darken area just vacated
If third bomb found — jump to ending sequence
Do it again
Successful quest ending
Unsuccessful quest ending
Maze DATA
Door DATA
Room floor DATA
Subroutine for randomly placing objects
Sound subroutine for s%vord and key
Sound subroutine for locked door
Sound subroutine for bomb found
Sound and ending subroutine for falling in pit
Subroutine for fighting beast
Sound subroutine for levitation spell
The dungeon is dark and you've encountered a monster
(VIC version).
if you lose, the maze is reveaied (64 version).
We would like to thank Don Brunner and
Todd Andrews of Rose City Computer Associates,
Newark, New York, for their technical assistance
in preparing this program.
The joystick reading routine is from "The
Joystick Connection" by Paul Bupp and Stephen
Drop (COMPUTE! magazine, May 1982).
If you would like to save the trouble of typing
in and debugging the programs (VIC version only)
send S3, a blank tape, and a stamped, self-
addressed mailer to:
Dave Gardner
2342 Barnes Road
Walworth, NY 14568
See program listings on page 157. ©
COMPUTE Ts Gazette
Toll Free Subscription Order Line
800-334-0868
In NC 919-275-9809
54 COMPUTE I's Gazette June 1984
PUZZLEPANIC.
KEN USTON THINKS HE CAN DRIVE YOU CRAZY.
^K
- : • .
t'tfv''
1
'AL*-%
RBEC
-
VStf
So you think
there's no puzzle too
tough for you and no
video game you can't
beat. Welcome to
PuzzlePanic— The
computer game that's sure to have you
crying "uncle." Designed by Ken Uston,
blackjack and arcade game player extra-
ordinaire, PuzzlePanic takes you through
49 increasingly difficult screens based
on seven different games of action, logic,
strategy and challenge. Compared to
PuzzlePanic, Rubik's Cube""is child's
play. So put on your thinking hat,
grab your joystick, get ready for the
contest of your life, and let Ken Uston
drive you crazy.
One player; joystick controlled.
„, EflYX
Strategy Games for the Action-Game Player
Revenge
Of Cyon
Mike Reinmcm
Save Earth from the invading Cyon ships.
Originally written for the VIC-20, we've added
a version for the 64. A joystick is required.
"Revenge Of Cyon" is an action game for the VIC
and 64 in which you try to save Earth from the
invading Cyon Empire. Using the joystick, you
must intercept the Cyon ships before they reach
the ground. Do this by moving the cross hairs
over each ship and pressing the fire button. You
are given seven shots at each ship. When a ship is
destroyed, the number of shots used and the
number of seconds you took to get it will be
displayed.
At first, the ships descend one at a time. But
after the first six ships, the Cyons get smarter and
send down two ships at one time. If you clear 11
SblADREVA64
Your personal professional address-file -system. Up to 620
addresses per disc in direct access. Including 5 extra lines for
individual text/record. Totally menue-driven. ^^^^^^^
Powerful editing and back-up facilities. f\!^y seQj
Several hardcopy features. ^^^^^^^^
PLACE YOUR CHECK OR MONEY ORDER NOW!
Here comes the new generation of SM's
program series for the 64.
SM SOFTWARE INC. 2B2 Bethlehem Pike Colmor. PA 1B915
Here comes the new generation of SM's
program series for the 64.
lAtt/SM64
This index-sequential file manager gives you a new dimension
on direct access fries. Up to 40 keys, various length lor each
record and up to 10 files can be handled at the
same time by this sophisticated module. How could your
programs survive without SM-ISM?
PLACE YOUH CHECK OR MONEY ORDER NOW !
SM SOFTWARE INC. 262 Bethlehem Pike Colmar. PA 18915
screens, Earth is saved and you win the game. If
the ships reach the ground three times, Earth will
be destroyed and you will be rated on your
performance. Six difficulty levels are available,
ranging from simple to impossible.
A point of interest to beginning programmers
is that FOR-NEXT loops will execute much faster
if you omit the variable in the NEXT command.
See program listings on page 161. IB
It took two shots and four seconds for a direct hit in the VIC
version of "Revenge of Cyon."
WITH NIGHTMISSION
JT7TTTITJ
You deserve the best. You've earned it. Now reward yourself with a session of Night Mission PINBALL,
the most realistic and challenging arcade simulation ever conceived! ■ Stunning graphics and dazzling
-\ sound effects put Night Mission PINBALL in a class by itself. Game features: multi-
ball and multi-player capabilities, ten different professionally designed levels of play,
i ^a . and an editor that lets you create your own custom modes. ■ So take a break with
» •'." j : I Night Mission PINBALL from SubLOGIC. Winner of Electronic Games magazine's
"'fl M 1983 Arcade Award for Best Computer Audio/Visual Effects.
See your dealer . . .
or write or call for more information. For direct orders please add $1 .50 tor
shipping and specify UPS or first class mail delivery. Illinois residents add 5?
sales tax. American Express. Diner's Club, MasterCard, and Visa accepted.
Order Line: 800/637-4983
feLOGIC
713 Edgebrook Drive
Champaign IL61820
(217) 359-8482 Telex: 206995
The
Frantic
Fisherman
David Lacey
Idly floating in your boat, waiting for the fish
to bite, is a fine way to relax. In this game,
however, an angler's dream becomes a night-
mare when sharks get the notion that you're
the bait and thunderclouds threaten you with
gargantuan raindrops. It's good you remem-
bered to bring your shark swatter and an um-
brella. For the VIC and 64.
The fish are biting, and you've managed to catch
a few. But suddenly you notice the sky is clouding,
over, and to make things worse, ravenous sharks
begin to circle your boat.
The object of "Frantic Fisherman" is to sur-
vive. You score points by clubbing the sharks
with your bat and blocking raindrops with your
umbrella. You start with three fishermen. Fach
time a shark or raindrop hits the boat, you lose,
the boat and one fisherman. However, a new
fisherman is awarded for every 2,00(1 points. -xa^
Three keys are used to control movement. Re-
move back and forth, use the less than ( < ) £md — -—
greater than ( > ) keys. The space bar serves two
functions. When sharks approach, it controls the
club. If a raindrop is falling, it controls the u,rn^
brella. You can use the shark swatter as many
times as you like. The umbrella, though, can b
lifted only three times for each raindrop.
Controlling The Frenzy
If you think the game is too fast or slow, you <$fi
make the fisherman more (or less) frantic.
VIC users can alter the speed by changing the
variable DE in line 30 of Program 2. To add more
fishermen, increase the value of GL in line 100.
The bulk of the 64 version is written in
58 COMPUTE I's Gazelle June 1 984
miitom^^
r survival.
But the talons of a screaming harpy may seal your doom. Life harTgsJj^a-fhread
in the challenging world of the gods.
Pegasus, and all the Tymac Talkies, provide speech without expensive add-on
hardware. Combine that with dazzling graphics, lifelike animation, and 3-D effects— and
you have sights and sounds like never before. See and hear all the Tymac Talkies, for
the Commodore 64™ VIC 20™ Atari" Home Computers, IBM PC or PC Jr. at your local computer retailer.
Tymac Talkies: the most fun you've ever heard.
Type Snyper
First Strike
Flyer Fox
Gandalf the Sorcerer Codename; DEADZONE
TYIYIflC
TYMAC INCORPORATED
129 Main Street, Franklin, NJ 07416 • 201-827-4050
Commodore 64 and VIC 20 are trademarks of Commodore Business Machines, Inc. Atari is a Irademark of Atari, Inc.
The fisherman raises his umbrella, but is standing on the
wrong side of the boat (64 version).
machine language and the speed controls are built-
in. The four function keys give you four speeds,
from very slow (fl) to frustratingly frantic (f7).
The first speed (fl) is rather easy and is recom-
mended only as practice. You can also pause the
action by pressing the SHIFT/LOCK key. {Pressing
it again restarts the game.) To end the game (64
version only), press the back arrow («— j key.
STOP PLAYING GAME
^
■ Calculate odds on HOflSE RACES with MY COMPUTES
using BASIC.
■ SCIENTIFICALLY DERIVED SYSTEM really ywuki TV
Station WLKY ol Louisville, Kentucky used this system
to predict the odds ot the i960 Kentucky Derby See
Popular Computing (February, 1984} tor a review ol ttiis
program. This system was wniten and used dy
computer experts and is now doing made available to home computer owners This method
is based an storing dala Irom a large dumber ol races on a high speed, large scale computer.
23 factors taken Irom [he "'Daily Racing Form" were then analyzed by Itic computer to
see how itiey inlluenced race results. From Ihese 23 lacls. ten wore iDiind to be the mosi
vital in determining winners NUMERICAL PROBABILITIES ol each ol Ihese 10 factors were
(hen computed and Ihis lorms the basis ol this REVOLUTIONARY NEW PROGRAM
■ SIMPLE TO USE Obtain "Daily Racing form" the Bay before Iha races and answer the
10 questions about each horse Run me program and your computer will print qui trie
odds tor all horses m each race COMPUTER POWER gives you Ihe advantage'
■ YOU GET
1) Proof am on cassette or disk.
2) Listing ol BASIC programs tot use wrtn any rampuiet
3) Instructions on now to gel It* needed Bala from It* "OaJy Rating Form "
4| Tips on using the odds generated by hie program
5) Sample lorm to Simplify enlerirvg data lr/ each race
MAIL COUPON OR CALL TODAY
3G COMPANY, INC. OEPT.GA (503) 357-5607
P.T. 3, BOX 28A, GASTON, OR 97119
Yes, I want to use my computer lor FUN and PROFIT Please send me "Play Ihe
Horses" lor S29.95. Circle the casselle you need. PET/CBM. VrC-M, Color compgisr,
IRS'SO. Sinclair Tirn** 10OQ. Atari Con-.macsri! 64 loisk v casselle).
Apple ICisii or casseitel
Enclosed is: □ check ot money order □ MasterCard Q Visa
£P
;:.-!■;■,:
:.; date
NAME
ADDRESS .
CITY
START USING YOUR COMPUTER FOR
FUN and PROFIT!
60 COMPUT&'s Gazette June 1 984
In the VIC version, a shark is about to be hopped.
Special VIC Instructions
The VIC version runs on an unexpanded VIC, but
requires two programs. The first redefines the
character set, the second is the main program.
First enter Program 1. If you are using a disk
drive, add the following lines:
700 PRINT"LOAD"CHR? ( 34 ) "FRANTIC2 "CHR$ ( 34 )
" , 8"
710 P0KE198,4:FORT=631T0633:POKET,145:NEX
T:P0KE634,13:END
Cassette users should add this line:
700 P0KE198, 1:P0KE531 ,131:END
Next, type in Program 2 and SAVE it as
FRANTIC2. To play the game, LOAD and RUN
Program 1 and it will LOAD and RUN Program 2.
If you don't want to type in the programs,
send me $3, a cassette, and a self-addressed
stamped mailer, and I will make a copy (VIC ver-
sion only).
David Lacey
3708 1 Street
Lincoln, NE 68510
See program listings on page 182, 9
FREE OFFER! FREE OFFER!
COMPUTER CASSETTES
58<t
FREE "Great Inventions Game" Program Cassette
with each order ol 20 or more C-W's
Specily VIC-20. Commodore 64, TI-99/4A, TFtS-80 CoCo or MC-10
• C-1 0 Lenglh/Free Labels • S Screw Shell
• Storage Box add 1 2a each * Lilotime money back guarantee
* $2.00 shipping charge • any quantity
(Canadian Orders $6 00 shipping)
• NJ Residents add 6% sales tax
• Send check or money order to:
PARALLEL SYSTEMS
Box 772 Dept. V • Blackwood, NJ 0801 2
809-227-8834
THE CAME IQRDS OFB/MA/N
COMMODORE 64"
PURPLE TURTLES
Authors: Mark & Richard
Moore
A fully animated arcade
game withLoveabla Turtles,
Cuddly Graphics and more
Cuteness than you'll find in
any other Commodore 64
gamelA game for trio young
at heart and people who have
tired of alien bashing.
UlTISYNTH
Author: Naltn Shatma
Turn your CBM 64 into a
sophistics ted synthesiser,
a piano, violin, organ, guitar or
harpsichord. Woodwind,
drums orcymoals and play
along with your own or any of
the preset rhythms.
Also available
Bugaboo 'Aquaplane •
Ring o! Power 'Sting •
Ouintic Warrior
TIMEX/SINCLAIR 2068 m
BUGABOO
Author: Indescomp
Jump your way out ol the
caves with Bugaboo the flea
but beware of the fearsome
Dragon as you Jump around
the exotic vegetation
Also available
Xadom • Astro Blaster •
Games Designer *
3D Strategy * Ant Attack •
The Chess Player *
Smugglers Cove *
Vetnors Lair • Trader •
Traxx • Time Gate
WMEX/SINCLAIR
1000 & 1500"
3D BLACK STAR
Author. M. Sudworlb
Explosions mushroom
around you and the rear
scanner shows following craft,
you Increase speed and fire at
the ducts, dodging from side
to side of the narrow corridor.
Also available
Damper S Glooper • Croaka
Crawta * Pioneer Trail *
Munchees
ATARI 400/800'"
VIC 20"
ULTI-SKETCH
Author: M, Walker
INCREDIBLY VERSATILE
CHARACTER GENERATOR
Define characters onB x8
grid. Save to tape. Load from
tape. Freefymerges character
sets into existing programs.
Hex i Dec. O/Ps. Character
manipulation. Minor, rotate.
Invert, left, right, up down.
hold, wipe, cancel. Redefine
whole character set. Also
works in colour mode.
Excellent examples supplied.
SKYHAWK
Author: Chaiiec
A quiet European village is
attacked, pilot the jet fighter
Skyha wk against the
attackers
Bugaboo
QUICKSILVAINC426WestNakoma San AntonhTexas 78216. (512)3403684.
REVIEWS
Arcade-Style Games For
The VIC-20: Skr amble! And
Gridder
Harvey B. Herman, Associate Editor
What makes a great computer
game? I suppose it's like invest-
ing in the stock market. If the
brokers had all the answers,
they would be millionaires in-
vesting their own money rather
than cither people's. And it' game
designers knew all the secrets
for producing great games, they
would never make a false step.
Since no one can know all
the secrets, some people consis-
tently do better than average in
the stock market, and so do some
game designers in competition
for our software dollars. 1 don't
know what a good average might
be, but in the opinion of my fam-
ily, Microdigital is hatting .500
on Skrtwiblc! and Crititler.
My youngest son almost
immediately formed strong opin-
ions on the quality of each game.
Perhaps you can use his insight
in your evaluations of other
games. However, we don't have
all the answers, or we would be
writing games rather than re-
viewing them.
Skramble!
The game begins with instruc-
tions and a chorus of "Yankee
Doodle." You are in command
of a moving spaceship. Your
only options are to bomb, shoot,
or maneuver around enemy de-
fenses. You have a limited
amount of fuel, not enough to
62 COMPUTEI's Gazette Juno 1984
complete the mission. You have
to earn additional fuel by de-
stroying enemy oil tanks. Points
are scored by destroying their
rockets and helicopters. You
lose if you collide with anything
or run out of fuel. Points and
remaining fuel are displayed in a
panel at the bottom of the
screen.
There is plenty of variety —
the game offers eight different
challenges (screens) before you
reach the Homing Slot. The first
screen has varying terrain filled
with storage tanks, rockets, and
helicopters. With the joystick,
you maneuver up and down,
forward and back; and you bomb
and shoot with the fire button.
At first it seems easy, but then
the rockets are launched and the
subsequent screens become
much tougher.
As far as my kids are con-
cerned, this game is a real win-
ner. The variety and level of
difficulty keep their interest
much longer than the average
game. They keep coming back to
it, but still haven't made it to the
end. Perhaps therein lies the
secret of a successful game.
However, I would not have
predicted this from my first im-
pressions. Although they may
feel differently next year, they
like it now and are still trying to
reach the Homing Slot.
Enter CompuServe's
Electronic Mall u
and shop at your
convenience in these
exciting departments.
The Micro Mart
The Department Stores
The Trawl Agent
The Book Bazaar
The Record Emporium
The Photo Booth
The Software Shop
The Financial Market
The Magazine Kiosk
The Gardening Shed
The Newsstand
A sample of the
companies participating
in CompuServe's
Electronic Mall "includes:
Amdek
American Airlines
American Express
AST Research
Bantam
CBS Publishing
CDEX
Colonial Penn
Commodore
Computer World
Digital Equipment
dilithium Press
800 Software
Heath
Hertz
E.FHulton
Inmac
Innovative Software
Magazine Supply House
Manufacturer's Hanover Trust
McGraw-Hill
Metropolitan Life
Microsoft
Miracle Computing
Misco
Newsnet
Official Airline Guide
Pan American Electronics
Peachtree Software
Practical Peripherals
Program Store
Professional Color Labs
RCA Record Clubs
Record World
Sears
Select Information Exchange
Sim Computer Products
Software Advisor
Stark Brothers
Supersoft
MaxUle
Vanguard
VisiCorp
Ziff-Davis
Merchants and manufacturers who want to
participate in the Electronic Mall" may contact:
Stephen A. Swanson, L.M. Berry & Co..
P.O. Box 6000, Dayton, OH 45401.
(513)296-2015.
3BI
May Catch Up With The Way
CompuServes New Electronic Mall
Lets You Shop Today.
Introducing the
first computer shopping
service that brings you
convenience, savings
and enjoyment
Here's your chance to expand the
practical uses of your personal computer.
Sign up for CompuServe and shop in
our new Electronic Mali, it's easy to use. ft
tells you more about the products you're
buying. It lets you order faster. And it's
totally unique.
CompuServe's new Electronic Mall"
offers you all these shopping
Innovations,
- It's fi lormous! So it gives you in-depth
information on thousands of goods and
services, and lets you buy even hard-to-find
merchandise - Its unique "Feedback" serv-
ice lets you ask the merchants themselves
specific questions. - It's incredibly efficient in
Ordering the products and services you want
- Its special discount opportunities make it
ecoi M ffnicat purchase after purchase. - And
its name-brand merchants assure you ol
lop-quality merchandise
Make the CompuServe Electronic
Mall 1 5-Minute Comparison Test
What you can do in 15 minutes shopping
tin ■ Eln tronic Mali way:
•Gallup on your computer screen full
descriptions of the latesl in computer
printers, for instance.
• Pick one and enter the order command
• Check complete descriptions of pfecesti i
stay on your next vacation.
• Pick several and request travel brocluin-s
« .V ! essa department store catalog and
I ) k k i >nt a wine rack toots, toys. . . any
I hint;!
• Placeyoar order.
What you can do in 15 minutes shopping
the old way.
• Round up the family and gel in the car.
The Electronic Mali, a valuable
addition to the vast world of
CompuServe.
CompuServe's Consumer Informal ion
Service brings you shopping information,
entertainment, personal communications
and more
Yi h i can access CompuServe with al
most any computer and modem, terminal
' ii i otnmunicating word processor.
To receive your illustrated guide to
CompuServe and learn how to subscribe,
call or contact...
CompuServe
Consumer Information Service
P.O. Box 20212
5000 Arlington Centre Blvd.
Columbus. OH 43220
800-848-8199
In Ohio call 6M -457-0802
1 1 1" Elcclronlc M.ill"
U|H'r,.liu- Wlllll
1. 1 1. M Berry & D
An H 1 P Block Company
REVIEWS
Gridder
A painter, indicated by a happy
face, is moved around a .square
grid. When he boxes a given
square, it is painted (indicated
by changing color). At the same
time, lethal chasers are after the
painter. The painter — controlled
by your joystick— must paint all
the squares on the screen with-
out getting caught by a chaser.
The next grid appears when
the previous one is painted; there
are 256 different grids (screens)
in all. The score, including cur-
rent high, is shown at the screen
bottom.
A few complications are
offered. You may create holes in
the grid which neither the
painter nor the chaser can cross.
This stops the chaser for only a
short time, however. The chasers
ordinarily cannot sec through
obstacles, but at higher screens
the obstacles are transparent,
which increases the challenge.
You get three extra painters
in addition to the unused ones
when a grid is completely
painted. Up to nine painters are
allowed at one time.
My youngest son reacted
negatively to this game. He feels
that there is not enough variety
in spite of the 256 grids. In his
words, "terminal boredom" set
in long before the game became
more difficult at the higher grids.
Almost every other game was at
least fun at first; not this one, he
claims. Again, I would not have
predicted this response from my
first impression of the program.
For The Unexpcmded
VIC
Skramble and Gridder are offered
on tape for the unexpanded VIC,
and have the option of either
44 COMPUTE ''s Gazette June 1 984
keyboard or joystick play. The
front of each box has an artist's
conception of the game (poetic
license as usual), but the back
has a small photograph of the
actual screen. I applaud this last
step and wish more software
packaging was this honest.
The question remains: Why
did my children like one program
so much and not the other?
Skramble! was fun for us and
Gridder was not. Your experience
maybe different.
The common thread of good
games is true variety and chal-
lenge. They must hold your in-
terest by offering sufficiently
different situations, At the same
time, they must challenge even
the best players so winning will
not be routine.
If a game meets the twin
requirements of variety and chal-
lenge for you, by all means buy
it. As always, I recommend that
prospective buyers first try
games at a local store.
Skramble!
Gridder
MICRODIGITAL
Distributed by:
Tech! Softieare
P.O. Box 1110
Webster, NY 14580
(716)372-0647
$14.95 each on cassette
$19.95 each on disk Qf
Easy Script: Word Processor
For The 64 sheiby Neeiy
Easy Script, from Commodore,
contains all of the standard word
processing features: the ability
to relocate or duplicate para-
graphs, store files on disk or
tape, and move easily around
the screen using the cursor con-
trol keys. You can also jump to
the top or bottom of the screen
or your text, to the bottom of the
file, to the next or previous word,
or to any line, and to the next
screen. In addition, you can pan
in any direction.
Easy Script allows you to
directly insert text while the rest
of your document wraps around
and realigns itself automatically.
Likewise, you can delete charac-
ters, words, lines, and para-
graphs. You can also erase words,
characters, lines, or all of your
file. Erase differs from Delete in
that it leaves space on the screen
in place of the erased text.
Easy Script boasts another
useful feature that is found in
many, but not all, word proces-
sors. With only a few keystrokes,
you can search for every occur-
rence of a word or phrase
throughout your document and
replace it with a different word
or phrase.
It can also search through
any linked files on the disk.
Linked files are files with a spe-
cial marker that tells the com-
puter to connect them when you
view or print them. Since any
computer's memory limits the
number of pages you can hold in
one file, you may have to divide
your school paper or your year-
end report or your first novel
into many different files or chap-
ters. The ability to link those
files can be very useful.
Special Features
The table of contents in the man-
ual is eight pages. Contained
within are a very large number
of features. The major ones are:
1. decimal tabs that automatically
align your columns of numbers,
2. soft hyphenation which lets
the computer decide whether to
hyphenate a word or not,
3. margin release which lets you
temporarily override the margin
setting,
4. conditional forced page which
lets the computer decide if the
remaining number of lines is too
few to print on the current page,
5. automatic page numbering,
6. headings and footings, and
7. tab settings that are easy to set,
easy to use, and easy to view; and
can also be saved and recalled.
You can also change the
color combinations of the screen,
text, and border, include com-
ment lines in your text that will
appear on the screen but will not
be printed, and easily change
uppercase letters to lowercase
and vice versa. You can specify
the number of blank lines in
the text without the space ap-
pearing on the screen. (This
saves memory.)
You Get What You See
Easy Script offers a conve-
nient feature which allows you
to see what the printed docu-
ment will look like. While the
program is not 80-column com-
patible, it Sets you scroll horizon-
tally up to 240 columns on the
screen. In the special View
Mode, what you see is what you
get. If you specify double spac-
ing, you'll see it, and if you want
the right margin justified, you'll
Unique Software For The COMMODORE64 Computer
The ULTIMATE Thoroughbred Handicapping System
After you enter selected portions of past performance
information from THE DAILY RACING FORM*.
MICRO'CAPPER does the rest. Dozens ot racing
factors are evaluated, including cla33, consistency,
fitness, distance, surface, post position and running
style. Hundreds of calculations are condensed into a
SINGLE RATING NUMBER for each horse.
MICRO'CAPPER is a commercial quality menu-dnven software system witfi powerful
full-screen data eitry arid editing Us error (rapping facilities provide friendly and
foolproof operation, even Ijr the novice computer user The MICRO'CAPPER package
consisls of nine programs un one diskelle. plus a user's manual II is available in Iwo
versions one 'or use w<lh the EASTERN EDITION of THE DAILY RACING FORM, and
one for use mlh the WESTERN EDITION
Hardware requirements CQMMOOORE-64 with one disk drive
Check or money order Florida residents add 5%,
CopitolComp, inc. $%&
Microcomputer Software U^r
SU, P.O. BOX 290485 DAVIE, FLORIDA 33329
COMPU TEl's Gazette J u n e 1 984 65
REVIEWS
r
see that, too, along with centered
headings.
Many word processors re-
quire that you purchase a sepa-
rate mailing list program if you
wish to send a form letter lo
many different people, but Easy
Script includes a mail-merge pro-
gram. You type a list of names
and addresses, create your form
letter, and then sit back while
the computer merges the two
and prints your letters.
If you have a need for stan-
dardized forms, Easy Script can
accommodate that, too. You can
save several standard para-
graphs as separate files and then
insert them into your form letters
or merge them all to create one
document.
Very Few
Weaknesses
As with everything else, East/
Script isn't perfect. The manual
is only fair. While it explains
most features in detail and in-
cludes exercises and recaps at
every step, it is sometimes diffi-
cult to understand, even for an
experienced user. The only part
of the manual that is really well
organized is the Reference Sec-
tion. You should read it first.
In addition, it is unfortunate
that Easy Script does not include
a Quick Reference Card. You
can create your own, but many
word processing programs sup-
ply them and they are quite
useful. Since Easy Script is not
menu-driven (another draw-
back), there are many commands
lo remember.
It is also disturbing to see
words at the ends of lines cut in
half in the Edit Mode. Most word
processors wrap the entire word
around to the next line if it will
not fit. Easy Script does this in
66 COMPUTE!'* Gnicllo June 1 984
the View Mode only. Unfortu-
nately, the View Mode does not
allow all the cursor movement
and editing commands found in
the Edit Mode. Preferably, these
two modes should be combined.
In the View Mode, you never
know where you are, there is no
page number indicator or even
line or column indicator, and
you have to learn a different set
of cursor movement commands.
In spite of these weaknesses,
Easy Script still rates near the top
of the list of word processors for
the Commodore 64. It's power-
ful, professional, and easy to
use. And the price is reasonable.
Easy Script
Commotion' Business Machines, Inc.
1200 Wilson Drive
West Chester, PA 19380
Disk $49.95 W
Worms? For The 64
Gregg Keizer, Assistant Book Editor
Worm training? The idea sounds
ridiculous at first. Images of
riding and roping worms
momentarily cross your mind.
No, Worms? isn't really a
game about training worms, but
that's part of the process. Ele-
ments of connect- the-dots are
hidden in the game, but Worms?
isn't a children's game, nor an
arcade game that moves at light-
ning speed. This game is hard lo
pin down, for it fits in no conve-
nient category. It's not "just like
PacMan" or "close to Defender."
Worms? is different.
Mathematical
Worms
David Maynard, game designer
and programmer of Worms?,
first came up with the idea after
reading a Martin Cardner col-
umn in Scientific American. The
column discussed the patterns
of idealized mathematical worms
and it gave Maynard ideas. The
result is Worms?
A one- to four- player game,
Worms? moves slowly at first,
picking up momentum as each
worm becomes better trained.
The colors, graphics, and sounds
are up to the usual high stand-
ards of Electronic Arts. But all
this is secondary to the delight
you find in just experiencing the
game.
You're On Your Own
When you open the game pack-
age, you see a disk, a four-page
instruction booklet, and a warn-
ing not to read the directions.
That advice is well-taken.
After a rather long delay in
waiting for the game to load, the
screen shows the playing field,
worm selections, and instruc-
tions on how to change the worm
types. You have four worms and
five worm types to choose from.
Press the f5 key to select one of
the four worms, the f3 key to
change the worm type.
The four worms are color-
coded as green, red, blue, and
purple. The worm types are:
• NEW. This is the worm type
you'll normally select when you
play. It's untrained, and you're
the trainer.
• AUTO. Similar to the NEW
worm, this one is trained by the
computer to make intelligent
moves.
• WILD. Another computer-
trained worm, it's programmed
randomly before the game be-
gins. Not as smart as the AUTO
worm, it's easier to beat.
• SAME. The worm that played
this color during the last game is
used again. It's already trained.
• . The worm is dormant and
doesn't play. Use this worm
type to play with less than four
players when you don't want
the computer interfering.
The playing field, before
you begin the game, is a screen-
ful of dots. Each dot lies in the
middle of its own territory,
which extends to the six do'ts
surrounding it.
Figure 1 . Territories
S\
-»••
The object of the game is to cap-
ture as many territories as pos-
sible by drawing worm trails from
dot to dot. You capture a territory
and receive one point when you
draw the last trail in the territory.
To win, accumulate more points
than anyone else. It sounds ter-
ribly simple when you first read
it, but it's not as easy as it sounds.
Your worm may draw five of the
six possible lines to a dot, and
then another player's worm may
come along and claim the terri-
tory. Or vour worm may be lay-
ing trails in a perfect pattern,
only to rim into another worm.
Worm Trainer
As you play, train your worm to
make specific moves in specific
situations. It leaves a trail of light
behind as it moves, drawing the
NOTHING CAN UPGRADE THE KEYBOARD
OF YOUR C-64 LIKE THE MAGNACOMP-64
INTEGRATOR CONSOLE __
149
THE C-64 IS LITERALLY TRANSFORMED!!
YOU INSERT THE ENTIRE KEYBOARD INTO THE LARGER, MORE SUBSTANTIAL HOUSING,
NUMERIC DATA-PAD IS BUILT IN (HARD WIRED, NO SOFTWARE REQUIRED.) .
-A FULLY ENCLOSED COMPARTMENT HIDES WIRES. ROOM IS PROVIDED FOR 80 COLUMN
CARDS. EXPANSION, ETC.
SIX SURGE/SPIKE PROTECTED AND GROUNDED RECEPTACLES ARE INTERNALLY PROVIDED,
WITH A HEAVY-DUTY CORO.
UNIT IS COLOR-MATCHED TO THE NEW MSD HIGH SPEED DISK DRIVE. TO PROVIDE A
HANDSOME COMBO. „ „ ,
SEND FOR FREE 6-PAGE CATALOG • COD. or prepaid, only. • California residents add 6.5% sales lax.
Please allow 3-5 week tor delivery n to-day money back guarantee.
OAKWOOD COMPUTER PRODUCTS
AVAILABLE FROM: 3421 Burbank Blvd., Burbank, CA 91505 • (21 3) 841-0964
No Lookin' Around
We know. You've been looking
everywhere for 64 software, INSTA's
interactive line of software is just a
phone call away.
COMPUTE!'* Goalie June 1964 67
REVIEWS
lines from dot to dot. If you create
a pattern that quickly draws
lint's and claims territories, you
get points fast. If your worm's
pattern is inefficient, it doesn't
claim territories as quicklv, and
the other player's worms may
capitalize on your work.
The space bar lets you
choose the direction your worm
moves in. Sometimes the direc-
tions are restricted because paths
have already been filled in by
your worm or other worms.
When you're satisfied with the
new direction, press any key to
set the worm in motion and lay
its trail.
The worm moves automati-
cally once it recognizes a pattern
in your training. It continues to
move until it runs into an un-
known situation. The worm then
flashes and you are able to give
it a new command. This process
continues throughout the game.
As you give more commands to
the worm, you train it. It re-
members all your previous di-
rections and moves in that way
as long as it recognizes the pat-
tern. Training is a cumulative
process. Eventuallv, your worm
recognizes every situation, and
you don't have to do anything
but watch it move around [he
screen.
There are dangers to your
worm, however. If two or more
worms try to move to the same
dot at the same time, they collide
and die. You hear a nasty sound
and see a small flash as your
worm expires. Your worm dies
if it cannot move from its present
dot as well. This usually happens
only near the end of the game
when the screen is filled with
trails and your worm's trapped.
Patterns And More
Patterns
Creating a good pattern is one of
the kevs to the game. You'll find
yourself training your worm to
make all kinds of patterns, from
girderlike constructions to zig-
zags to complex hexagon clus-
ters. Many times, you'd like to
duplicate a pattern you used in a
previous game, but you can't
because another worm is in the
way. Each game is different from
the last. You have to adapt In
the situation.
It can be frustrating, espe-
cially when other players inter-
fere with your worm's training,
but that's part of the joy of
Worms?. It's not all skill, how-
ever. Luck plays a part in the
game. Imagining what your
worm will do is almost impos-
sible at times. Sometimes the
only thing you can do is train
your worm and see how it all
works out. If you're lucky and
the other player's worms happen
to create patterns that yours can
exploit, so much the better.
It's difficult to visualize how
a worm is trained, and how pal-
terns are created by just reading
about it. Seeing is everything
here.
You're starting to train your
worm, and want to create a pat-
tern. I low do you do it?
Figure 2. First Move
.^.
to choose from. You decide to
move it southeast and press the
space bar until that direction is
indicated. The worm moves to
the dot below and to the right.
Now it wants another command,
for it doesn't recognize the pat-
tern of a trail leading from the
northwest.
Figure 3. Second Move
¥
You tell the worm to move
northeast. Anytime your worm
sees the pattern of a trail to the
southeast, with five directions
open, it will now move up and
to the right — nil the time.
Figure 4. Third Move
• • • • •
Your worm has six directions
Now your worm moves west,
closing in the triangle. You still
haven't earned any points, how-
ever, since there is no dot with
all six trails drawn to it. From
now on, when your worm starts
out on a dot which has one trail
to the southwest (created in the
second move), it will want to
move to the west.
Your pattern is just begin-
ning. As you continue to train
your worm, the pattern will
emerge. If you've trained your
worm well, it will con tin Lie the
68 COMPUTEI's Gazelle June! 98-1
same pattern, over and over,
until it either fills the screen or
cannot move further, in which
case it dies. Of course, playing
with only one worm on the
screen is considerably different
than when there are four com-
plex patterns developing from
four worms.
Other Options
There are several interesting
options also included in Worms?.
You can freeze the game's action
at any time, turn off the grid's
dots, flash claimed territories
throughout the game, and even
save and load previously trained
worms. Changing saved worms
is also easy to do. These options
are useful if you want to analyze
a particular worm's pattern to
see how to improve it, or to stop
in the middle of a game and re-
sume it later.
Unique And
Interesting
Worms? is one of the most fas-
cinating games I've played in a
long time. It's so different from
anything else that it quickly capti-
vated me. Worms? tournaments
became popular among the staff
of COMPUTE!. We soon had our
favorite patterns and worms,
from girders to vast encircling
patterns that became apparent
only after half the screen was
filled.
The game is hard to master.
It's easy to play, but seems almost
impossible to play well time alter
time. There are just too many
factors over which you have no
control such as the other player's
worms and peculiar patterns you
may have inadvertently created.
You can't really become an expert
w
Educational Software That Works
We believe that children have an innate
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We know our software WORKS because we
developed and tested it in the classroom.
Let our software WORK for your children
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For Apple, IBM PC, and Commodore 64.*
Ask your dealer.
&m
Grades 1 through 6
2 disks $49.95
Grades 4 through 12
2 disks $49.95
High School, College,
and Adult Students
2 disks $69.95
davidsoiftgssociates
6069 Groveoak Place #12
Rancho Palos Verdes, CA 90274
MasterCard and Visa cardholders may cal[ collect to order:
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'Apple, IBM, and Commodore 64 are irademarks of Apple Compuler, Inc., Interna-
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respect Ivnly,
REVIEWS
Train your worms well and you will
capture more territory.
at this game in the same sense as
you can with arcade games like
PacMan or Robotron, where you
practice the same system of move-
ment and lire over and over.
That's not to say this detracts
from Worms?. Instead, I think it's
one of the reasons we play the
game so frequently. A novice can
play and have an excellent chance
of winning, even with only the
briefest explanation of how the
game works. Each game is differ-
ent from the last, so even the most
experienced players enjoy playing
game after game.
Worms? is as much fun to
watch as it is to play, and when
your worm dies, you may stay in
front of the screen just to see how
it all turns out. At game's end,
when the different patterns are
revealed, along with the point
totals, there will be oohs and ahs
at the geometric precision or ran-
dom inefficiencies of each worm.
Worms? is a strange game in
a lot of ways. Even though it
consists of lines and dots, you
can be easily drawn into the
game's world. Some arcade
games do this with cute charac-
ters and elaborate animation.
Neither of these is used in
Worms?. Yet you do fall into the
worm's mentality quickly, think-
ing about how to train your
worm faster, or in better pat-
70 COMPUTEFs Gazette June 198'!
terns. Sometimes the planning,
such as it is, pays off; other times
it doesn't because another
player's worm interferes or
crashes into yours.
Don't read the directions
that come with the game. You
probably won't understand them
anyway. It's not a matter of clar-
ity, but one of visualization.
Worms? is almost impossible to
imagine without seeing it on the
screen and experiencing the
game. Even when you've played
the game for a time, reading the
directions doesn't seem to help.
There are just too many pos-
sibilities to explore. But you'll
have fun trying.
Worms?
Electronic Arts
2755 Campus Drive
San Mateo, CA 94403
$40 m
IFR (Flight Simulator) For
The VIC-20
David Florence, Programming Assistant
You are on the runway ready for
takeoff. Throttle full, you begin
to accelerate. Airspeed is rising —
20, 30, 45, 53. You pull back on
the stick and begin your ascent.
You retract your landing gear.
Heading 000- north, you are on
your way. Now you are Charles
Lindberg or Amelia Earhart.
You have entered the world
of flight — a domain of mountain
ranges, high and low altitude
forests, canyon passes, and thin
landing strips.
Academy Software's IFR
(Flight Simulator), written by Ron
Wanttaja, joins a long list of other
flight simulators for various
computers. But, it stands apart
in several ways.
First, it is written for the
VIC-20. (A Commodore 64 ver-
sion is also available.) Second, the
instrument panel displays read-
ings in digital form. This makes
it easier to understand the status
of your flight. Third, you can
choose from ten levels of skill
and turbulence. This adds to the
challenge and enjoyment of test
flights.
Getting Airborne
When you begin, you are
prompted for a choice of skill
level and air turbulence factor. It
may be wise to set these at zero
until you earn your wings.
The program contains a use-
ful editor with which you can set
your flight conditions. When you
are prompted to press T for take-
off, you can press E instead, for
the editor. Should you choose
this, you can customize the flight
conditions of altitude, north
and west coordinates, airspeed,
throttle, fuel, and heading.
Use the map to determine
where you would like to be, and
remember to set your airspeed
above the stall speed or your
flight will be a short one. The
editor is more useful as you learn
to control the aircraft.
To take your first flight, you
need to increase throttle, {labeled
T on the lower left of the screen)
to full by pressing the fl key
until the indicator is fully lit.
When your airspeed reaches
about 50, gently pull back on the
joystick to start your climb.
Developing a mind
for the Future. ^
Color 80 S49"U.S:
Produces SO Columns With Colot '
Needs No Extra Hardware
Use With Terminal Program*
Usos No Basic Memory 4n itiu 04
Develop Vour 0*n Frogwrw
SCRIPT 64 & SCRATCH PAD 64 S 105" U.S!
Script (54
Word Processor m French and English
E30 Columns
Global Search and Redact*
User Created Dictionary
Spelling Check
Scratch Pud 64
the Database Msui Ust m One'
Merges wthScnpt 64 Word Processor
Pnnt oul Ubels. Envelopes. MaJ bst * More'
SuitaWu with both Single and Dual Dtsk Driven
FuMy C64 Lank Compatible
•SUGGESTED RETAIL PRICE FOB in LJ 5 FUNDS, Toronto. CANADA
SUPER BASIC $39" US.*
■ Gives you 3 diftofcrit versions ol Commodore
Bas»c Programing Language Version 4 PLUS1
A BuHt m Macrae LnrtguaCie Monitor '
- Os* &. Fit Maintenance Commands
Data Handling Commands
Graphics Plus Base
CompaliOle with Commmodoro's "B" Series 4,
Much Much More1
RECREATE PROGRAM $39" U.S:
RTC's Answers !o Program Recreation
Converts Printer "s Filo to SCRIPT 64 s Files
SUPER COPY $29" U.S!
Super Fas! Disk Copw* ort a 1541
Copy Entire Disk m 7 Minutes or Less
Copy Selected Fdes
Complete Pattern Matching
Futf Prompts
BASIC AID $39" U.S:
Your Aid to Writing Programs
Alfcovvs Scroth rig Through Programs
Adds 33 more Commands to ttu» tlnsic Language
Has Find. Chan [jo. Mfjrgo. Move Commands
Convert Hit*., Oin.iry.ind Decimal Numbers and More1
C64 LINK'
The Smart 64
Give These Expanded Capabilities
to Your 64 and VIC 20
■ The ability to transfer data from any type of device id another
(IEEE, Serial, Parallel!
* BASiC 4.0 which allows you lo run mora PET BASIC programs
and gives you extended desk and I/O commands.
* The ability to have several 64s on trno together - sharing com-
mon IEEE devices such as disks or printers with Spooling
CapabiEity,
* Built-in machine language monitor.
■ A built-in terminal or modem program which allows irUJ system
to communicate through a modem to many bulletin board
systems and other computer mainframes.
* Com palatal ity with CP/M .
Contact your local Commodore dealer or RTC.
Payments by VISA. MASTERCARD or BANK TRANSFER.
Matt orders also t>v certified cheque, etc.
Cartridge
Expansion Slot Switcl
Audio Scnal I/O
Video Port Cassette Port
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REVIEWS
When your altitude is above 80,
you can pull up your landing
gear by pressing G,
As the airspeed reaches
about 105, pull back on the joy-
stick a little more to level your
speed. Your altitude starts to
increase at a faster rate, and your
north coordinates are increasing
rapidly while your west coordi-
nates are relatively stable.
Begin a turn to the west,
heading 270 (the compass is in
the top center of the display), by
moving the joystick to the left.
Make the turn before your north
coordinates reach 75, or you will
crash into a mountain cliff (un-
less your altitude is above 600
feet). When you make your turn,
the artificial horizon (middle
center of the display) and your
turn and bank coordinator (mid-
dle left of the display) reflect
your turn to the west.
Don't turn too sharply. As
your heading reaches 270, level
off your turn by easing the joy-
stick back to the right and getting
even with the horizon. You have
now made it into the sky with
success.
An excellent feature of the
program is the sound, the roar
of your engine. If you are not yet
an ace you hear other sounds
like the screeching of a landing
with gear up, and the fearful
crash. These sounds do a good
job of enhancing the realism of
the simulation.
Using The Map
Included with the software is a
map, which is based on two co-
ordinates, north and west. Both
start at 0 and end at 250, To get
your position, check the INS
(Inertial Navigation System)
readout at the bottom of the dis-
17 COMPUTEI's Gazette June 1984
Flying through the mountain pas
IFR Flight Simulator.
in
play panel. Trace up the map's
vertical axis until you reach the
north value, then trace horizon-
tally until you reach your west
value. Where the two meet is
your location on the map. Each
unit on the INS readout is the
equivalent of one-tenth of a
mile.
There are four airports, only
two of which have fuel and re-
pair. There are different altitudes
and terrains, a mountain range
and forests, as well as high and
low passes through the moun-
tains. The aircraft flies at any
heading between 000 and 359.
Compass headings are 000-
north, 090-east, 180-south, and
270-west.
Precision Landings
Airports 1 and 2 have installed
the ILS (Instrument Landing
System) for precision landings.
As you approach these airports,
you see on the ILS instrument
(center of display) two bars, one
horizontal and one vertical. The
horizontal bar is the glidescope. It
shows the vertical position of
the aircraft in relation to the run-
way. Fly towards the glidescope
to make precision landings.
The vertical bar is the
localizer. It shows the position of
the aircraft relative to the center
of the runway. There are front
course and back course local-
izers. Fly towards the bar on the
front course and away from the
bar on the back course. Below the
ILS instrument there are three
indicators labeled O, M, and I,
for outer, middle, and inner
markers. They light at miles 3, 2,
and 1 from the airports, respec-
tively. These enable you to make
very precise landings.
Helpful Hints
There are some things, not im-
mediately apparent, that will
help you make successful flights.
When taking off, be sure to
keep your airspeed above the
stall speed. Stall speed with flaps
up is about 56 mph. If you hear
a tone shortly after takeoff, it
means that you are going up too
fast for your airspeed, so bring
the nose down a bit by pushing
forward on the joystick.
Your landing gear is deli-
cately balanced so it may not
function normally if you are
rapidly losing airspeed or al-
titude. Be sure to get the gear up
and down while your indicators
are relatively constant. A good
time for gear up is just after leav-
ing the ground, and a good time
for gear down is just after making
your turn towards the runway.
Flv the aircraft so that one
of your coordinates is constant.
This is difficult to do. You'll find
that "crabbing," or flying a little
to the left or right of your desired
heading, helps immeasurably.
When flying at high al-
titudes, be sure to remember
that a lot of fuel was burned to
get that high. You may make it
to the desired altitude, but you
could run out of fuel before you
are able to get back down.
On the other hand, the air-
craft needs limited fuel to make
a descent, so if you have used a
lot getting up, cut back the
throttle to 0 or "dead stick" for
your descent.
Should you run out of fuel,
remember that it is still possible
to land the aircraft. Also, if you
are low on fuel, you may find it
preferable to make a safe landing
somewhere in the fields rather
than waste what little fuel you
have trying in vain to reach an
airport. Fueled landings are
more easily made than dead
stick landings.
Land from the east and make
a swift turn to the south after
takeoff at Airport 4.
Use the nosewheel steering
to get back on the runways
should you run off. You won't
need very much speed to taxi, so
keep it slow, around 6 or 7 mph.
Your brakes work better if
your throttle is at 0.
IFR (Flight Simulator) has a
quality of realism which sets it
apart from others of its kind,
even those I have tested at a
flight school. The controls in this
program respond very much like
actual aircraft controls. They arc
not overly sensitive, but give
you what you ask for, even if it
is flying right into a cliff.
This program does not serve
as a substitute for real training,
but it does familiarize you with
some basic flight terminology and
theory, and it's tremendous fun.
IFR (Flight Simulator)
Academy Software
P.O. Box 6277
San Rafael, CA 94303
VlC-20 cartridge $39.95
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COMPUTING
or families
New Standards
In Home Learning
Part 2
Fred D'lgnazio, Associate Editor
Now that computers are going into the schools in
record numbers, we are finally realizing that we
have gone about things all wrong.
Before computers arrived in the schools, we
should have laid some groundwork.
Parents need to be briefed. Teachers need to
be trained. Schools need some way to purchase
software, course materials, books, and magazines.
Teachers need some guidelines for purchasing
new computers, new software, new computer
equipment and materials. Standards and proce-
dures for product review and evaluation need to
be agreed on.
Children need to be consulted.
Parent Training
The situation at home is even worse.
Computers are popping up by the millions at
home. Parents who don't know anything about
computers are running out and buying software,
materials, and equipment based on dealer recom-
mendations, the pictures on the software pack-
ages, and occasional reviews and recommenda-
tions they see in magazines and on television.
I think most parents are anxious and bewil-
dered about computers. But they are also incredi-
bly curious about what can be done. "How can
my kids use this computer?" they are asking.
"How can my kids use this computer to be happy
and successful?" "What can my kids learn on this
computer?" "How can my kids learn?" "How can
this computer help my kids at home?" "How can
it help them in their schoolwork, and prepare
them for growing up?"
74 COMPUTEIS Gazctta Jjfiel984
In school, people are finally realizing that
teachers need in-service training in order to inte-
grate computers fully into the schools.
And if teachers are getting training, why not
parents?
Courses should be set up for parents to attend.
The courses should be jointly created by teachers,
computer vendors, parents, and children. The
courses should concentrate on training parents on
how to use computers as home-learning tools.
Learning at home should be emphasized. Par-
ents should not be taught to copy what teachers
are doing at school. The situation is different at
home. Parents should be given the information
and skills they need to cope with the problems
they face at home.
A parent-training curriculum might include
the following areas:
• Which computers best lend themselves to
home learning?
• What are the best home-learning programs?
• Which new kinds of computer equipment
can help home learning — like touch pads,
light pens, speech synthesizers, and key-
board overlays?
• What materials should come with software
to help guide parents and to supplement
computer learning?
• What are some basic guidelines to help
parents evaluate home-learning software
and materials?
>V'-3
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• Which publications, catalogs, etc., bring
the best new equipment, software, and
materials to parents' attention?
• What techniques should parents use to
actually shop for and purchase home-learning
materials?
• What are the best local stores — in terms
of service, hand holding, training, and
dealer support? What are the stores with
the nicest, gentlest salespeople — people
who like and understand children and who
know how to talk in English?
• How can parents set up "user groups" of
fellow parents who are interested in teach-
ing preschoolers, elementary-age children,
or secondary-age children, or handicapped
or learning-disabled children, or children
who need help in science, social studies,
language arts, math, reading, or writing, or
kids who are talented or gifted?
Learning By Surprise
Thanks to the computer, learning at home will
soon be as important as learning at school. But it
can't replace school. Nor should it try.
Computer learning at home should reinforce,
complement, and supplement classroom-based
education. Parents and teachers should work
closely together to make sure that the mix of home
and school learning is the most efficient mix pos-
sible and in the best interest of their children.
Coordination is crucial.
The debate on home learning using com-
puters has just begun. Most of the important sub-
jects haven't even been covered — or discovered.
Education at school can receive important,
surprising boosts from home computers. For ex-
ample, let's say a child is having trouble with social
studies at school. The child has the aptitude for
the subject but is utterly bored by the material.
Boredom and lack of interest are reflected in the
child's grades and behavior in the classroom.
The parents could strap the child to a desk
every night and require doing extra lessons and
more time studying the boring textbook. Or
they could purchase some of the new "social
studies simulations" software. The software might
turn the child into a cartographer to map out a
newly discovered continent, or a population
planner, or an advisor to President Lincoln during
the Civil War.
The most important thing the software could
do for the child is bring the subject to life. It could
awaken the child's interest and bring an excite-
ment to the subject which could transform the
child's whole attitude and performance in the
classroom.
76 COMPUTE!'* Gazette June 1934
Sharing Your Experiences
In upcoming columns I hope to explore some of
the new dimensions of computer learning that
take us by surprise.
Also, I'd like to hear from you. If you or your
children have learned from the computer in some
novel, unexpected way, please share your experi-
ence with me. Write:
Fred D'lgnazio
2117 Carter Road, SW
Roanoke, VA 24015
To demonstrate that there are new, un-
explored dimensions of computer learning, I am
gathering stories and experiences for future pub-
lication in my various columns. I would love to
hear from you!
Learning As Entertainment
Before you write me, I'd like you to think about
something else, too. Then maybe you'll share
your thoughts with me.
I think that computer learning at home may
soon cease to be called "learning." Instead, we
might end up putting it under the category of
entertainment.
Think about it. The words education and learn-
ing, for many adults and children, have a negative
connotation. For them, the experience of learning
is associated with pain, embarrassment, tedium,
and boredom.
Computer learning often isn't any different.
But it can be.
Computer learning can be made so pleasur-
able, so joyous, and so rewarding that it may slip
unnoticed into the category of "entertainment."
It may become a new form of entertainment that
feels good to a person at the same time it benefits
and changes him or her in a substantial way.
If home-learning programs are designed with
enough imagination, subtlety, and respect for
people, they may soon become more popular
than videogames were in their heyday. Families
will gather around the computer, like an "elec-
tronic hearth." Instead of watching TV, they will
spend many active, enjoyable hours together every
evening learning new things on their computer.
And they won't think of it as work, learning, or
education. They will think of it as entertainment.
Learning As Expression
In one of my recent columns ("The New King Of
The Mountain" in the February GAZETTE) I showed
examples of how computers can boost a person's
abilities in art. The person in my article was my
four-year-old son Eric, and I wrote about the amaz-
ing things he was able to do using the KoalaPainter
art program and the KoalaPad touch tablet,
Computers can open new doors into areas of
self-expression we never knew existed.
New programs like Music Construction Set, Micro
Illustrator, MusiCalc, Delta Music, Fun Writer, and
Word Vision, allow us to express ourselves in colors,
shapes, and designs, in words, and in music.
And we can start creating the moment we sit
down at the computer!
Gone are the hours of manual-reading just to
learn how to use the computer. Gone are the ad-
ditional hours needed to master the technical
complexities of drawing, sight-reading musical
scores, composing, or typing on a standard type-
writer.
With the right software, the computer can act
as a Lxioster and an amplifier for our skills and
can enable us to directly tap our imagination and
produce new creations in various media.
Most of us, by the time w<e become adults,
walk around with a little "editor" inside our heads.
Whenever we do anything thi? editor reminds us
that we are either good or bad at that thing. It
tells us whether we are knowledgeable or ignor-
ant, skilled or unskilled. It assesses our past efforts
and predicts whether our performance will be
graceful or awkward, and whether the results
will be elegant or ugly.
We pay close attention to our editor. Listening
to the editor keeps us from making fools of our-
selves in new situations. For example, by the time
we arc adults, if we haven't become accomplished
musicians, writers, or artists, we shy away from
these areas. We do not casually sit down with
guitars, typewriters, or paintbrushes. We know
how bad we'd look, and the kind of trash we'd
produce. We know because our editor tells us.
But now we have a way of disabling that editor
and, simultaneously, of being able to produce
works of art that are beautiful and personal!}/ satis-
fying. We can do all this by using new kinds of
computer tools.
Just The Beginning
But expressing ourselves is just the beginning.
These programs should also act as a stimulus to
get people learning more about the discipline of
music, the discipline of art, and the discipline of
writing.
New programs should pick up where these
programs leave off. They should be more than
"builder kits" and "construction sets." They
should challenge us to a higher level of achieve-
ment in each of these disciplines, while rewarding
us with beautiful creations along the way.
And why do we have to have construction
sets for the arts?
Why don't we see mathematics construction
sets, physics construction sets, chemistry con-
struction sets, and biology construction sets?
How would you like to build a budding rose,
design a working star, or construct an erupting
volcano? How would you like to create a ivorking
model of the human heart? Or construct a gene, a
DNA molecule, a bacterium, or a one-celled
amoeba then bring it to life?
The delight and thrill you'd feel wouldn't
come just from the intellectual experience of build-
ing a computer model of a heart, an amoeba, or a
volcano. It would come from creating a beautiful,
emotionally satisfying work of art — like creating a
pretty picture or a moving piece of music.
The computer's greatest value as a learning
tool comes when it mixes process and product,
when it blends the technical and scientific with
the artistic, and when it frees us of inhibitions
and taps our imagination, yet still challenges us
to acquire more skill and do better.
Learning by surprise, learning through en-
tertainment, and learning by expression are some
of the ways computers can help people learn.
They are ingredients for profound and permanent
learning. These ingredients and many more, as
yet undiscovered, should be present when we
use computers to learn at home. They should be
included in new standards for computer-based
home learning.
My thanks to the many industry watchers
who, through discussions during the recent Con-
sumer Electronics Show, helped contribute to the
ideas in this article. 6S
c*
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Therapy
Steven Rubio
It'll never replace Freud, but "Therapy" may
just cure your blues. For the expanded VIC-20
and Commodore 64.
"Eliza," the computer psychotherapist, is prob-
ably the most famous of all programs dealing with
artificial intelligence. Written in LISP bv Joseph
Weizenbaum in 1966, Eliza has run on computers
of all sizes and types, including home computers
programmed in BASIC, in the ensuing years.
There is something fascinating about carrying
on a seemingly reasonable conversation with a
machine. I still remember the thrill when I first
learned my VIC could ask me a question {what is
your name?) and remember the answer. This thrill
is what prompted me to write "Therapy."
A Smarter Therapist
Why another version of Eliza? Mainly because
when written in BASIC, Eliza is extremelv slow,
taking as much as ten seconds to respond to your
comments. It seemed to me that for a therapist,
78 COMPUTE!'s Gazette June 1 984
Eliza was a bit stand-offish; and rather dumb,
besides.
The problem in BASIC is that Eliza tries for
too much. Searches of fifty keywords and a
hundred responses slow Eliza down; and in its
attempt to give meaningful comments to all the
user's statements, it consumes a lot of time for
only occasional, if spectacular, success. The off-
the-wall pronouncements of Eliza often elicit
laughter and vexation.
This is all right, since Weizenbaum never
intended the program to substitute for actual
therapy. But when showing off your computer to
friends at your next get-together, it might be fun
to have a program to demonstrate your machine's
"intelligence."
Program 1 is Therapy for the 64. Program 2 is
the VIC version, which requires memory expan-
sion. Any amount of expansion (3K, 8K, etc.) will
work.
I would be glad to hear from any of you re-
garding this program, or any similar ones you
may have written. I can be reached on Compu-
Serve, user ID #74105,1477.
Sec program listings on page 763. ttfi
Introducing
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* pictures illustrate your choices
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Home Word makes writing easy.
Changing what you write is even
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thing for everyone: BASIC
programming techniques,
a memory map, a machine
language monitor, and
information about writing
games and using peripher-
als. Many ready-to-type-in
programs and games.
264 pages, paperback.
Spiral bound for easy access to programs.
$12.95
ISBN 0-917386-30-5
COMPUTE!'* First
Book Of
Commodore 64 Games
Packed full of games:
"Snake Escape," "Oil Ty-
coon," "Laser Gunner,"
"ZuiderZee,"and many
more. Machine language
games requiring fast hands
and a good eye, as well as
strategy games which will
exercise your mind. Intro-
ductory chapters and an-
notated listings provide
ideas and techniques for
writing games. An excellent
introduction for 64 owners who want to begin writing games.
2! 7 pages, paperback.
Spiral bound for easy access to programs.
$12.95
ISBN 0-942386-34-5
Creating Arcade
Games On The
Commodore 64
This book develops ancS
explains the principles of
game design, includes
general programs for using
the screen, custom charac-
ters, animation, sprites,
sound and music, and
other features of the 64.
Also includes five games.
Just the book for program-
mers who want to learn
how to write fast, exciting
arcade games.
357 pages, paperback.
Spiral bound for easy access to programs.
SI 2.95
ISBN 0-942386-36-1
VIC
3
COMPUTE! s Third
Book Of VIC
A potpourri of games, ap-
plications, utilities, and
programming techniques,
some never before pub-
lished. Tricks for saving
memory, four games,
budget planner, custom
characters. PEEK and PRINT
for the VIC. Graph Plotter,
Music Composition, and
Automatic Program Ap-
pending are just a few of
the fine programs and
chapters. Also, appendices
and reference tables. Third Book of VIC is a useful source of
ideas for programmers of all levels.
360 pages, paperback.
Spiral bound for easy access to programs.
$12.95
ISBN 0-W ttffi-<l M
Ccwjtii That! fine* e* WC
y -j .... , ... ,.. .
ft'.1''
Commodore 64 Games
For Kids
Dozens of games for kids
of all ages. An instant library
of educational software.
"Stargazer" displays the
constellations of the night
sky "Movers and Shakers"
tests knowledge of histori-
cal figures. "Hidden Pic-
ture" lets children uncover
a series of drawings. Also,
games featuring music,
spelling, and world geo-
graphy Appropriate grade
levels are clearly identified.
267 pages, paperback.
Spiral bound for easy access to programs.
ST 2.95
ISBN 0-942386-37-X
COMPUTE! Publicationsjnc®
On© of the ABC Publishing Companies ^tSr
Post Office Box 5406, Greensboro. North Carolina 27403
Spelling Critter
Bob Nickel
TO REVIEW THE U08l> PRESS ? KEY
The "critter" does his thing when the wont is spelled correct ly
{V iC version) .
HOH DO VOU SPELL THAI K0R&
Va XYLOrHOH
I'M SORRY, IHftT IS HRONO JOSITH
THE CORRECI ftKSWER IS: XYLOPHONE
In this 64 version, a correct spelling is given.
This spelling program lets your child choose
the words in the quiz, and features an animated
critter which keeps track of right and wrong
answers. For the VIC-20 and Commodore 64.
One of the great uses for the home computer is
education, and a wide variety of educational pro-
grams are available for the VIC- 20 and Commo-
dore 64. The only exception is spelling programs.
If you have ever tried to put your kids' spelling
list into someone else's program, then you know
what 1 mean.
This is the magic of "Spelling Critter." The
program actually asks you what words are to be
used. This way the kids will be more likely to use
it on their own.
There are three main parts to the program.
Line 50 sets up an array to store the words. Lines
5000-5300 input the words with a FOR-NEXT
loop. Lines 100-121) gel the words back, one at a
time, with another loop.
A Random Quiz
If you want the words to come up in a random
pattern, the following changes should be made.
All the words may not be displayed, however.
82 COMPUTEI's Gazelle Juno 1984
100 B=INT{RND(1)*N)+1
110 Z=Z+1
470 IFZ=N THEN 500
480 GOTO100
The critter is built in lines 20-32. There are
actually three parts to the critter, one tail and two
heads. You will not see one of the heads, but it is
needed for the chomping effect. This is all done
with a programmable character routine, which is
extremely easy on the VIC. The Programmer's Ref-
erence Guide goes into this in depth (pp. 82-88).
Animation Subroutines
There are two subroutines for the animation. Lines
7000-7080 move the critter for a correct answer
while lines 8000-8080 are the animation for a
wrong answer. Lines 100-160 display for one sec-
ond, which is enough time to read the word, but
not long enough to memorize it.
The rest of the program should be self-
explanatory. The program will accept up to 50
words. Each word can be up to ten letters long
without exhausting the memory of the unex-
pa tided VIC.
Try the critter on your kids. It fills an impor-
tant spot in educational programming and can be
downright fun.
Set' program listings on page 167. <Qf
For The
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Shape Match
Michael Reich
Do you have a preschooler who demands time
on the computer, but can't handle complicated
software? "Shape Match" teaches pattern rec-
ognition, and it's easy to use. For the 64 and
expanded (8K + ) VIC.
In Shape Match, a child has to match the shape
on the screen with one of four other shapes. It's a
good idea for an adult to sit with the child while
the game is running, to provide suggestions (and
praise when the answer is right).
A simple idea can lend to complications,
however.
A young child is not capable of handling a
joystick or moving a cursor around the screen
with keyboard controls. And yet there must be a
way for the child to indicate his or her choice.
The answer is to have the program point to
the different answers. The child presses a key to
make a guess. Lines 600-687 move the colored
box from answer to answer and periodically go to
the subroutine at 700 to see if a key has been
pressed.
Another difficulty is how to figure out
whether the child is right or wrong. Of the four
possible answers, only one is correct. How does
The program cycles through the patterns limiting for the
child's guess (VIC version).
the computer know which one was picked? The
solution is an array (lines 60 and 70). The computer
checks which box is lit, compares it to the array,
and decides if it is the right answer.
Shape Match was written for the Commodore
64, although it will run on a V1C-20 with 8K or
more of memory expansion.
For those who might want to add music or
other features, here is a breakdown of the program:
50-57 De t e ravine i f th e prog ra m i s bo i n g ru n on a VIC
or (A, DIMension array CL, select screen &
border colors
60-70 Initialize array
200 Prints f ou r boxes
340-3 75 Pri n t a sha pe in ea ch box
380-385 Use random variable K (from line 310) to pick a
shape for the match. Variable KK holds the last
K value to prevent consecutive repeats.
Move cursor through each box
Check for response and evaluate answer
600-687
700-880
1000-1095 Print board with jump from line 200
1170 Subroutine to locate correct screen location for
all printing
2000-2330 Print statements for four shapes
3000-3200 Instructions
See program listing on page 180.
TVPE <0> TO QUIT.
■
T
A
...
■iia*iaLUK«4i*
A correct answer is given in the 64 version.
B4 COMPUTE!'; Gazette June 1984
miMi'.
From The Creators of HELLCAT ACE!
A real flight simulator allows you the pilot to accomplish Takeoffs,
Landings, Cross-Country Navigation, and Emergency Procedure pract
under Clear (VFR), Cloudy (IFR), and Cross- Wind conditions, SOLO
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multiple air navigation maps, and accurate aircraft performance
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Look for MicraProse's two new exciting real time combat simulations — M1G ALLEY ACE & NATO COMMANDER.
Write or call for our Free Catalog.
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anfTrers
Word
Scramble
Mike Salman
Match wits with an opponent in this game as At the top of the screen, a display of the
you play against time. For two or more players, elapsed time appears, followed by the scrambled
VIC and 64 versions arc included. word. Below the scrambled word, a bar appears.
on which you type the first letter of the word. If
you type the wrong letter you hear a buzz. Type
"Word Scramble" is written for two players, but the right one and you hear a beep; the letter then
you can make up teams and enter the names of appears on the screen.
the team captains as the two players. The com
puler first asks you for the names of the players
A Ten-Point Penalty
It then instructs player one to enter a common If you find the word within the allotted time and
word (maximum ten letters). have made no wrong guesses, you are awarded
fifty points. For every wrong guess that you make,
A Three-MinUte PuZZle you lose ten points. A scoreboard is displayed
When the word has been scrambled, player two every second turn so you'll know when both
presses the space bar to see the scrambled letters, players have played an equal number of rounds.
The player has three minutes to discover the word . See program listings an page 7 70. @
8(5 COMPUTE!'* Gazette June 1984
Look at these
Features
• Fully screen -oriented
• Horizontal and vertical scrolling
• Terminal mode — never seen before on a word processor
• Supports Commodore disk and cassette handling
• Imbedded commands
BLIZTEXT
WORDPROCESSOR
BLI2TEXTiis
tJ«Jtm»rk of ELCQMP
PUBLISHING, INC
Commodore*64 and
VIC-20 are trademark*
nf CcTirnodore
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FOR THE
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BLIZTEXT - SUPER WORDPROCESSOR
lor the Commodore-64
- ON SALE NOW! -
• Fully scr eon -or ion tod, up/down, left and right
scrolling - Upper and lower case
• More than 70 commands
• Full I/O compatibility with Commodore peripherals
Upper end lower case
• Works with practically every printer on the market,
user definable printer control commands
• INCLUDE command allows handling large file*
on up to 4 diskettes or on cassette.
• Build in terminal software for electronic mall and
networking. Telecommunications mode, upload and
download, save on disk or cassette.
• Dynamic formatting, Imbedded commands
• Single keystroke for disk directory and error channel
• Program comes on disk or cassette
• Double line spacing, left and right margin iuitif icatlon,
centering, page numbering, and practically everything
one expects from a good word processor.
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MACROFIRE -
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Practically everything the serious machine language
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Manual only El 9,96
Order #4963 BB9.00
THE GREAT BOOK OF GAMES, VOL.1,
by Franz Ende
46 programs far the Commodore 64
Introduction to graphics and sound. How to program
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MORE ON THE SIXTVFOUR, by H.-C. Wagner
How to get the most out of your powerful Commodore
64, Very important subroutines, tricks and hints in
machine language for your C-64, How to modify DOS,
How to connect a parallel and serial printer. How to
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Order #4989 819,95
NEW PRODUCTS
Watch out for our new books, software and idd-ont to
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How to program in 6502 Machins Language on
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Order. = 184 E12.95
Commodore-64 Tune-up, Vol. I, by 5. Roberts
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Order #185 612.95
Small Business Programs for the Commodore-64
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How to mako money using your C-64, Moiling list,
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Expansion Board, space for four ex-
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Tricks for VICs, No. 176 89.95
Universal Experimenter board for VIC 89,95
OF GAMES
Book No. 134 S 12,95 Hook No. 182 S9.95
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THE BEGINNER'S CORNER
C. REGENA
Planning A Game Program
This month, lot's explore .1 step by step procedure
to write a game. To keep it simple, yet worthwhile,
we'll create "Tic-Tac-Toe." It's easy to understand,
and everyone knows the game, but programming
it involves graphics, logic, and strategy.
I started out with the graphics, Tic-Tac-Toc is
graphically simple, an X marker, an O marker,
and lour straight lines, tin the Commodore 64, 1
let the X and O markers each take up a pattern 5
characters x 5 characters, so the basic game grid
needed spaces 7x7, On the VIC, we have larger
characters and fewer characters per line, so I chose
X and O markers 4x4, and the grid needed 6 x 6
spaces.
Creating The Grid
The grid lines are made up of solid blocks one char-
acter wide (the reverse space). You can either PRINT
the grid or use a series of POKEs to place the colored
squares on the screen. 1 chose to use the POKE
method. First the screen is cleared and a random
color chosen for the grid, in line 790 of the 64 version
(line 38 in the VIC version). The random color on
the 64 can be one of 14 colors, but not black or white.
(You couldn't see a white grid, and 1 didn't like
black.) On the VIC there can be six colors, but not
black or white.
The grid is drawn in lines 800-870 (39^10 in the
VIC version). In the 64 version, the variable A is
previously defined as 160, the screen code for a
reverse space, or a solid block of color. To draw on
the screen, you need to POKE a screen location
with 160, then POKE the corresponding color loca-
tion with the color. The variable C relates the screen
memory location to the color memory location.
Lines 880-890 (VIC line 41) place numbers in the
positions to be chosen as plays are made.
The X and O markers are drawn in subroutines
at the beginning of the program, lines 120-280 (VIC
2-7). The nine coordinate positions for the markers
to be drawn are READ in as S(I) in lines 590-610
(VIC 28-29). The graphics are now complete.
Next I programmed the player moves. The
squares are numbered so the player just presses a
number from 1 to 9. 1 like to avoid INPUT if at all
possible. In this case only one key press is necessary,
so we can use GET. You could also use PEEK, but
88 COMPUTEt's Gazelle June 1984
GET is easier to understand. CRT ES gets the key
pressed, and we need to make sure the key is one
of the numbers from I to 9. All other keys are
ignored.
Plotting The Move
VAL converts the string ES to a VALue, (he number
E. P(E) is the value in that position on the grid — 3
for an X, 1 for an O, and 0 if there is no marker in
that position. If there is already a marker on the
position chosen, the player must choose again. If
the square is available, P(E) is set to 3 or 1, S(E) is
the coordinate of the position, and the appropriate
marker is drawn. This process is in lines 980-1000
(VIC47-W).
Next it's the computer's move. For the beginner
level I just let the computer randomly choose
anv one of the available spots, lines 930-950 (VIC
44^45).
Since the value of N or X changes between
moves and can be either 1 or 3, the relative formula
isN = ABS(N-4), line 540 (VIC 27).
Is The Game Over?
After each marker is placed, the computer checks
to see if the game is over. First the rows are
checked to see if there are three X's or O's in a
row, lines 360-400 (VIC 12-16). Next the columns
are checked to see if there are three the same in a
column, lines 410-450 (VIC 17-21). Next, diagonal
wins are checked, lines 460-480 (VIC 22-24). If
there isn't a win, all spaces are checked. If all
spaces are filled, it is a tie game. If there are
empty spots, the game continues, lines 490-530
(VIC 25-27).
If there is a winner, the program branches to
lines 1540-1700 (VIC 89-97), to congratulate the
winner and play a tune made up of random notes.
The program then offers the option to try again
and branches appropriately. Lines 570 and 640
{line 31 of the VIC version) set variables for playing
the music and the prompter beep, and the sub-
routine in lines 290-330 {VIC 8-9) plays the tone
and delays.
The game could be complete now, but it
wouldn't be very challenging because the com-
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Provides full analysis, including
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Bar charts provide a graphic rep-
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Because the Money Manager
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transfer actual expenditures through
your computer to your budget
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Software With Substance-For Everyone.
A tie game offers another round (VIC version).
puter's moves are chosen randomly — no strategy
involved. Now we need to add an intermediate
level of play and some method of choosing the
computer's moves. I'm calling this an intermediate
level so you can add your own advanced level and
perhaps a more sophisticated way of winning.
The Computer Gets Smarter
The computer's intermediate level of play is in
lines 1030-1530 (VIC 51-88). The strategy I used .
was first to get the center spot if it is available,
line 1060 (VIC 52). On later turns, if the computer
has the center spot, it checks for possibly winning
by filling the two diagonals.
The columns are checked in lines 1 130-1200
(VIC 58-63). If an opposing marker is in the col-
umn, the column is ignored. If there isn't an op-
posing marker, there is a check to see if two of the
computer's markers are in the column. If so, a
marker is placed in the remaining spot to win.
The rows are checked similarly in lines 1210-1280
(VIC 64-69).
If the computer doesn't spot a winning pos-
sibility, it will then check to prevent the oppo-
nent's winning. If there are two of the opponent's
markers in any column, row, or diagonal, the
computer will block the win, lines 1290-1490 (VIC
70-87).
If the computer does not spot a column, row,
or diagonal with two like markers in it, the com-
puter just chooses a place at random.
You can probably follow the logic in the 64
version, but I had to take out the REMarks to save
memory in the VIC version. In the IF-THEN state-
ments, P(K) will contain the value of the marker
in a particular position, number K, where K is
one of the nine positions. P(K) can be 0 if no marker
is there, or 3 or 1 if a marker is there. After THEN
you can set E to the position chosen, then GOTO
a different line.
90 COMPUTE!'* Gazette Jure 1984
Standard characters make a dear display (64 iwsion).
CLR Or Crash
I used the command CLR if the option to play again
is chosen. This command clears the memory of all
variables and unsatisfied FOR-NEXT loops and
GOSUB-RETURNs. Without CLR, after several
games I would get an OUT OF MEMORY message,
which can be caused by too many nested FOR-NEXT
loops or too many GOSUBs in effect. Notice that
the IF statements transfer control out of FOR-NEXT
loops and out of subroutines.
The last step of programming was to add the
title and instructions at the beginning of the game. I
usually PRINT the title and instructions as I am
defining variables for the program. The title and
instructions are in lines 560-690 (VIC 28-31). The
options of markers and level of game are in lines
700-780 (VIC 32-37).
The program isn't complete until you test it.
Game programs usually involve quite a bit of testing.
You need to check all types of player input — right
choices, wrong choices, other keys. In this particular
game I had to check the player choosing first move
or second move and beginner level or intermediate
level (all combinations). I also checked the player
winning, the computer winning, and a he game.
The supreme test is to have someone else try the
game for you.
If you are typing in the VIC version of this game,
be sure to leave out all unnecessary spaces. Notice
that the lines are numbered by ones to conserve
memory.
If you wish to save typing effort, you may obtain
a copy of Tic-Tac-Toe by sending $3, a blank cassette
or disk, and a stamped, self-addressed mailer to:
C. Regeita
P.O. Box 7502
Cedar City, UT 84720
Be sure to specify the title and which computer
version you need.
See program listings on page i 71 . (Q)
"Now Your Commodore 64
Can Print Like a Pro!"
Grappler CS
Printer Interface
The Revolutionary Printer Interface for the Commodore 64™
A New Era in
Commodore Printing Power.
Grappler CD offers the first complete answer to
your printer interfacing requirements, with many
powerful capabilities unique in the Commodore
marketplace. Complete signal translation allows
many popular name brand printers to operate
perfectly with the Commodore 64, or to imitate
Commodore's own printer. Even Commodore's
graphic character set can be reproduced on
Epson, Okidata, Star, ProWriter and other popular
printers.
Exclusive Grappler CD features provide a variety
of graphic screen dumps, text screen dumps and
formatting. No other Commodore interface can
offer this.
If you own a Commodore 64. . ,
If you're serious about quality, trouble free
printing. . . You need the Grappler CD.
Contact your nearest Commodore dealer or call
Orange Micro for a dealer near you.
CommMlOfe 64 and Commodore 1525 3*» EraaWfU'M 0' Commodore ELfCHwci. Umilfd
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A Uniquely Intelligent Interface:
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• Graphics Screen Dump Routines Include
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• Full Code Translation From Commodore's PET
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• Complete Emulation of the Commodore 1525
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• Dip Switch Printer Selection for Epson, Star,
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• Conversion Mode for Easy Reading of Special
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• Text Screen Dump and Formatting Commands
• 22 Unique Text and Graphics Commands
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(714)779-2772 TELEX: 1S3511CSMA
C drinpa Mcra. Inc , 1M3
CHARLE5BRANN0N
PROGRAM EDITOR
HORIZONS: 64
Let's start out this month with a look at a great
game: Blue Max.
Maybe you've played Za.xxon. Your ship
scrolls through a 3-D play field as you bomb planes,
silos, and enemy aircraft. You can move up or
down in space as well. And to help you gauge
your perspective, your ship even has a little
shadow.
Blue Max has a similar concept, but instead of
a spaceship, you're flying a World War I biplane.
As you fly over scrolling enemy territory, you can
bomb, strafe, shoot down enemy planes, even
land and take off from a runway. Blue Max has far
more depth than Zaxxon. It's one of those few
good games that have successfully combined
strategy with arcade play.
Takeoff
When you start the game, you taxi your plane to
the end of the runway. When your speed reaches
100 mph, push up on the joystick to take off. If
you haven't gained enough speed, though, your
plane will stall and crash.
You can control your plane in two ways. In
one mode, you push up on the stick to go up and
pull back to go down. This is opposite of actual
airplane joystick controls. (Yes, "joystick" is an
aviation term, too.) There is another mode that
behaves in a standard way — pull back to climb,
push forward to descend. You can also choose
various skill levels, and whether or not to obey
the law of gravity. If you turn on the gravity, your
plane will gradually descend if you let go of the
joystick. With no gravity, your plane more or less
hovers as it flies.
There's a lot of detail here. The scrolling
playfield is colorful and full of targets like build-
ings, bridges, cars, boats, tanks, guns, runways,
even the enemy city. To bomb, you pull back on
your stick while you press the fire button. To
strafe, you go to a low altitude (the command
window turns red) and press fire.
92 COMPUTBI's Gazette June 1984
There are many status indicators to keep an
eye on, just as in real flying: speed, fuel, altitude,
and damage. The status window at the bottom of
the screen keeps you informed. It normally has a
black background color, but will turn red if you
fly low, yellow if you're too low {impending crash)
and blue if you're at the same altitude as an enemy
plane {ripe for the picking).
Periodically, a big letter P announces that an
enemy plane is in the area. You align yourself
with it and press fire as you try to hit it with your
guns. Be careful not to crash into the plane or the
game's over. You only get one "life." W tells you
that a strong wind is blowing, and L signals a
friendly runway. Smaller letters also light up to
warn you of damage to the guns, bombs, your
maneuverability, or the fuel tank. If you have
damaged something, it will work intermittently,
if at all. The only way to make repairs is to land at
a friend Iv runway.
When L shows up, begin your approach.
Landing is quite difficult — you'll probably crash
the first time you try it. Come in low and try to
land at the start of the runway. Your speed will
drop radically, then you will roll to a stop. Fuel
tanks are filled and any damage is repaired. You
then make another takeoff.
Be sure to give yourself plenty of runway,
though, or you'll crash into the trees. And if you
run out of fuel, you'll have to glide until you crash
(most likely) or luck onto a runway.
The point of the game, besides the fun of
being airborne, is to shoot enough targets so that
you can advance to the enemy city. At the city,
you have to bomb a statue. If you can do this,
you'll be awarded the Blue Max medal. Otherwise,
you'll have to be satisfied with rankings like "Run-
way Sweeper, Class One."
Blue Max
Synapse Software
5221 Central Ave.
Richmond, CA 94804
$34.95 disk or tape
#~> ■
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Commodore 64 ™ , but thought you might never see.
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Spelirack", it even corrects your spelling! Once you've
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The Consultaot™
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is like a computerized filing cabinet with a
brain. Organize files for recipes, albums,
or the membership of your service club.
Then search, sort, arrange and
analyze your information with speed
and flexibility that's simply astounding.
SpeHPack"
teaches your 64 to spell. It checks an entire
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dictionary of over 20,000 words. And you
can add up to 5,000 of your own
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Apple Emulator For The 64?
We've heard the claims before about a device that
lets you run Apple programs on your 64, but it's
always been a pipe dream. Your 64 can easily
match any Apple graphics, but the screen storage,
ROM routines, graphics calls, beep sound, disk
format, and joystick interfaces are totally incom-
patible. The goal of an Apple emulator is to let
you just insert an Apple disk, turn the power on,
and begin to use the software, whether it is a word
processor, arcade game, or an accounting package.
The only way this is possible is to actually
have an Apple, Sorry. The second best thing is to
plug an Apple into your 64, That's right. A whole
Apple on a single cartridge thai would plug into
your 64. You see, that's the only way to get true
compatibility. You could make an Atari VCS, or
even an old shoe run Apple programs with enough
hardware. And whether you plug it into your 64
or a pair of penny loafers, it's still an Apple. And
it can't be very cheap.
Given that it's theoretically possible, it should
be available, right? Well, you can buy an Apple
emulator. It's called the AP Modular Pak, and it's
made by a Canadian company called Pioneer Soft-
ware. You get an expansion box, with eight Apple
expansion slots and four 64 expansion ports. A
CPU card plugs into the box. It's the magic one — it
makes the Apple software work on the 64. You
also need an AP DOS card, which actually converts
your 1541 drive into an Apple-compatible one
(quite a feat!) The whole system is $525. If we're
able to obtain a review unit, we'll give you the
details on how it works, and how well.
The price tag is a bit steep — let's face it, it's
three times as much as most of you paid for your
64. But it does let you use your existing equipment
and disk drive as a second computer. Even if you
buy the AP Modular Pak, is there really some
Apple software you want to run on your 64? 64
games are far superior to Apple games (sorry,
Apple fans — maybe you can plug a 64 Pak into
your computer one day). There's a great deal of
software for the 64 that was engineered especially
for your computer. All the major Apple programs
are available in versions for the 64 anyway. But if
you want to own both worlds, maybe the Pak's
for you.
PCjr Vs. Commodore 64
Recently, I've been working with IBM's new PCjr,
and have had a chance to compare it with other
computers, including the 64. Both of them are
home computers. Which is best? I knew you'd
like that question. Of course, no one computer is
"best," but some are more suitable than others
for certain applications. (For games, the 64 wins
hands down, though.) I really like both com-
W COMPU TE I'* Gaiolle June 1984
puters. First, let's compare them on equal terms:
Commodore 64 with 64K, 1541 disk drive
PCjr Entry Model, 64K, disk drive
Commodore 64 system price: about $450
PCjr system price: SI 149
Other comparisons:
Graphics
64: 320 x 200 (high resolution), 160 x 200 (medium
resolution). 16 colors simultaneously in text mode.
Upper- and lowercase, or a complete graphics
character set, Sprites.
PCjr: 320 x 200 in as much as 16 colors simultane-
ously. 640 x 200 high resolution. 40 columns in
text mode with 255 possible character attributes in-
cluding independent foreground and background
colors. 80-column capability (optional). Some
graphics characters. Beautiful, sharp RGB color
capability (but expensive). No sprites. Repeat: no
sprites.
Sound
64: The one and only SID chip with three voices,
16-bit resolution, waveforms, ring modulation,
synchronization, filtering, and more.
PCjr: ATI sound chip, just like the one in the TI-99/
4A. IBM calls it a sound synthesizer. Ahem, Three
voices with independent volume control with a
12-bit range. White noise.
Keyboard
64: 66 keys, typewriter style. Full travel, full size.
Four function keys with eight states. Soft reset
key. Cursor and editing keys.
PCjr: 62 keys. Some call them chiclets, but they're
not that bad. The smaller than normal keys have
full travel, and can accept overlays that can fully
redefine the keyboard, so there's no lettering on
the kevcaps. Cursor and editing kevs. Cold reset
available from the keyboard. IBM calls its keyboard
the Freeboard. There's a cordless infrared link
between the keyboard and the system unit. No
dedicated function keys, but ten keys can act as
function keys. Can generate all IBM key codes.
Input/Output
64: Proprietary serial bus for disk drive, printers,
and other Commodore devices. Expansion port
with all bus signals (also acts as cartridge slot).
Parallel user port with RS-232 capability. Two
digital joystick ports which can also accept a light
pen or four paddles. Audio/video port and built-in
RF modulator for TV. Cassette port for Commo-
dore tape drive. Up to four 1541 disk drives with
170K storage each, single-sided. CP/M capability.
PCjr: Built in ports provide TV output (modulator
extra), color monitor output, RGB output, two
64K cartridge slots, RS-232 serial, light pen, two
analog joystick ports, cassette port for an audio
*
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INTRODUCING
M
m wmiEn
The RD WRITER is a "back to basics" word processor for the Commodore 64TV. Designed as an
educational tool for all ages, the RD WRITER is simple enough to be learned by a child and yet
sophisticated enough to handle an adult's word processing needs.
FEATURES:
• MENU DRIVEN
• STATUS LINE
• FORMATTED PRINTING
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• UP TO TWELVE PAGES PER WORKING FILE
SYSTEM REQUIREMENTS:
• COMMODORE 64
• DISK DRIVE
• MONITOR with BO-COLUMN CARD
SYNERGY SOFTWARE, INC.
P.O. BOX 131, M.IX BRANCH
CAMBRIDGE, MA. 02139
Includes manual and money-back guarantee
Commodore 64,H is a trademark of Commodore Electronics Inc.
• WHOLE-SCREEN EDITING
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• AUTOMATIC WORDWRAP
• TUTORIAL
Ry7iSg7"o"wa"e"nc."!
1 P.O. BOX 131, M.I.T. BRANCH
■ CAMBRIDGE, MA. 02139
I Please send me the RD WRITER. I am enclosing S19.95 plus
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| NAME
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tape recorder. Optional internal modem. NoCP/M
capability yet. Only one built-in double-sided
disk with 360K storage, DOS (required) is $65
extra. The drive is very fast compared with the
1541. You can load 32 K in 16 seconds.
Software
64: A simple Microsoft BASIC buill in. Thousands
of public domain programs. Thousands of third-
party programs. A wide range of Commodore
software.
PCjr: A full Microsoft BASIC, with extensions for
file handling, graphics, sound, error trapping,
event trapping, interrupts, and more. Optional
Cartridge BASIC required to run disk drive and
access extended graphics modes and the sound
chip. Compatibility with hundreds of IBM PC
programs. "PC-compatible" says a lot to many
people.
As you can see, the 64 holds its own against
Big Blue's entry home computer. You just can't
compare them price- wise, though. Both initially
and in the future, the 64 will save you hundreds
of dollars — and you can still do the same things
and enjoy some superior features. The 64 will be
around awhile as the Volkswagen of home and
personal computers — especially with such de-
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USING ONIY WQKOi
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A Powerful Super rut ol MVPFORTH/ FORTH 79 * Ent. lor I he b«ti Inner or pmfuilonal
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e Provition far application program
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e FORTH nquivalonl Kffrnol Routine*
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■ SPRITE EDITOR
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* Sn-j'e dick driver backup utility
» D-ik & Cciwftt boisd. I>ii irnKr-rjed
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* SvPfMrTi aN Co m-mrjidor o i\ts typin. ond
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* Converiarional uw defied Command.
» Tutorial BKOrT.pl*--! prow'ded. in rjL:teiit™e
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BACKUP YOUR ENTIRE DISK LIBRARY QUICKLY AND EASILY
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POWERFUL DISK MANIPULATION SYSTEM GIVES YOU TOTAL CONTROL OF YOUR 1541
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Inside
Random Numbers
Dan Carmichael, Assistant Editor
Are computer-generated random numbers
truly random? Yes and no. This inside look at
random numbers explores ways you can deter-
mine the random quality. A test program is
included. For the VIC and 64.
Computers, if nothing else, are logical. But in
certain programs, especially games, you'll want
your computer to generate a random number.
The RND command does this.
How random are those numbers? How can a
computer pick a number out of thin air?
The VIC and 64 produce random numbers
by taking a seed number, multiplying it by an-
other number, adding yet another number, and
scrambling the bytes. The result is not a truly ran-
dom number, but it suffices for most applications.
The seed {and the random number) are stored
in flouting point format. In Commodore BASIC,
five bytes are needed for each floating point
number, even if the number is a single digit, like
lor 2.
The BASIC RND command can generate ran-
dom numbers in both the VIC-20 and the 64. In
its simplest form the RND command generates a
random number between zero and one (not in-
cluding zero or one). To see how this is done,
enter the following BASIC program:
10 PRINT RND(l)s GOTO10
A Choice Of Arguments
Whenever you use RND, you must include a
number in parentheses immediately after it. This
number is called the argument. The number in the
argument determines the seed value which is
scrambled to create the random number. There
are three ways of seeding the RND function —
using a positive number, a negative number, or
zero.
98 COMPUTE!'; Gazette Junol9B4
Using a positive number as the argument is
by far the most common method of generating
random numbers because it is the most reliable.
When you use RND (1), the computer looks at
memory locations 139-143 and uses the values
there for the random seed. When it has finished,
it puts new values into those slots. Any positive
number can be used. The value does not matter,
only the fact that the number is positive.
A negative argument will give you a pre-
determined result — a nonrandom number. To
test this, try substituting RND(-l) or RND (-900)
in the program above. The same number comes
up every time. Because the results are predictable,
negative numbers are used not to generate random
numbers, but to put a certain value into the seed
bytes at 139-143. If you use RND (-N) to set up
the seed and then use RND(l), the series of num-
bers will always fall in the same order. This can
be useful in debugging a program.
RND(O) checks the value in the system time
clock and uses it for the seed. There are some
problems with using it regularly, especially on
the 64, but if you use it once at the beginning of a
program, it can be a good way to (almost) ran-
domly seed the random seed. Another method of
randomizing, RND(-TI), is discussed later.
By adding a few options to the command,
you can produce numbers of almost any size and
range. Enter the following BASIC program.
10 PRINT INT( (RND(1)*6)+1) f : GOTO10
In this example we've produced random numbers
between 1 and ft. This might be useful in a program
that simulates the throwing of dice. We've also
added something new — the INTeger command.
Remove the three letters INT from the above ex-
ample, and run the program again. As you can
see, without the INTeger command you get num-
bers with up to nine significant decimal places.
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BASIC functions ore
llsied and defined
sprite reference
(As shown)
Calc Result
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The INTeger command converts decimal
numbers to whole numbers by dropping anything
after the decimal point. Type this line and press
RETURN:
PR[NTINT(1.1>
The result is 1. This is the INTeger value of hi.
One important fact to note about the INT com-
mand is that it does not round off. Type and
enter:
PRINT INTO.9)
As you can see, the INT value of 1.9 is also 1, not
2 as you might expect.
Always use INT with RND when you want
whole numbers. This will be the case in most ap-
plications. After all, if you were writing a dice
game, you wouldn't want to throw a 6.38340299.
The RND command is certainly not limited to
a range of six numbers as in the above example.
As a matter of fact, the range of possibilities is
almost limitless. The most common RND format
is this:
INTCRND(l)*range+(M«)
where rawyr is how many numbers you wish to
generate, and />«$<* is the lowest number of that
range. For example, if you wanted to generate a
range of numbers between 1 and 52 (for use in a
card game), the command syntax would look like
this:
I NT(RND(1 1*52 + 1)
INT(RND{ 1)* 1 1 + 10) would generate random
numbers between 10 and 2(1.
Randomizing Random Seeds
As men tinned above, the random seed is the origin
of numbers produced when the BASIC RND com-
mand is used with a positive argument. The ran-
dom numbers you use in your programs are ex-
tracted from the five seed bytes.
A common problem when working with ran-
dom numbers is repeating patterns. Turn your
computer off and then on, and enter this line:
FORA = 139T0143:PRINTA,PEEK(A>:NEXT
This shows you the contents of the five random
seeds. If you continue turning the computer off/on
and entering this line a number of times, you'll
notice something interesting. The random seed
bytes always contain the same values after power
up. As a matter of fact, the values you're probablv
getting are 128, 79, 199, 82, and 88^
The fact that the random seed is always in-
itialized with the same values creates the possi-
bility of repeated random number patterns. For
example, turning on your computer, loading the
same game, and playing it in the same sequence
is likely to produce the same results. This isn't
100 COMPUTE!'* Gazelle Junel984
much fun in a game based on the luck of the draw.
The answer is to randomize your program.
This can be done with one BASIC line. If you want
vour computer to produce truly random numbers
without repeating patterns each time you play a
game, start with a different random seed each
time it is run. This is done by initializing the ran-
dom seed with the use of the system (computer)
clock. Turn your computer off and on, and enter
the following line:
X = RNDC-T1):F0RA = 139T0143:PR1NTA;PEEK<A>:
NEXT
The command X= RND(-TI) is the key to
producing a random seed that is varied each time
the program is run. In effect, this BASIC statement
gets values from the jiffy clock (TI), and POKEs
them into the random seed. Because the clock
changes every sixtieth of a second, the odds
against repeating a random seed are great. Adding
this line to the beginning of your BASIC program
(before the RND statement is used) will create a
different seed each time the program is run.
Testing Random Numbers
"Random Number Test" checks the RND com-
mand or the random seed, charts the results, and
supplies a capsule analysis. It will show you what
results to expect when using the RND command
in a BASIC program or the random seed to gener-
ate random numbers within a machine language
program.
For BASIC programmers, the program will
test any range of numbers between 0 and 255.
And machine language programmers have the
option of testing any one of the five random seed
bytes.
Carefully enter the Random Number Test
program. The DATA statements in lines 885
through 941 are for a machine language program,
so they must be entered accurately. After entering
and SAVEing the program to tape or disk, tvpe
RUN.
The first prompt asks if you want the seed
randomized (seeded with the clock). Press R to
randomize; otherwise, press RETURN. The next
prompt asks what type of computer you have. If
you have a VIC-20, enter V. Press RETURN for
the 64.
The third prompt asks you to press either the
fl kev to test the random seeds, or the f3 key to
test the BASIC RND command.
If you choose fl (test the random seeds), the
next prompt asks which random seed byte you
wish to test. The five keys (1-5) correspond' to the
five random seed bytes (139-143),
If you choose f3 {testing the BASIC RND com-
mand), the next prompt requests two numbers
between 0 and 255. This is the range of random
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numbers you want to test. Enter the two numbers
separated by a comma, then press RETURN. For
example, if you want to test the numbers between
1 and 6, enter 1,6 then press RETURN. The test
range must include two or more numbers. Enter-
ing 1,1 Or 123,123 would test only one number
and is not a legal entry.
The program generates random numbers in
the range you specify while in 13 ASIC, then
branches to the machine language program that
does the tallying. Testing the RND command in
this way demonstrates the randomness you can
expect when you use RND in your BASIC pro-
grams.
After responding to the last prompt, the pro-
gram begins running. The first stage of the pro-
gram can be ended by pressing the f 1 key. The
program will also end if any one number is gener-
ated, or occurs more than 65,280 times.
After the first stage of the test program has
ended, the analysis phase begins. A chart of num-
bers between 0 and 255 is displayed. The first
column shows the numbers generated. The sec-
ond column displays how many times this number
occurred or was randomly generated. To continue
stepping through the display pages one at a time,
press RETURN.
Finally, you are asked if you wish for an
analysis. Press Y for a short recap of the programs
run. Press N to end the program with no analysis.
Here's a description of the totals displayed
on the analysis page:
Total Numbers Hit — how many numbers received
at least one hit. For example, this total would be 5
if you were testing the RND command with a
range of 1-5, and all 5 numbers were hit.
Total Count — the total number of hits, all numbers
included. In the above example, if all numbers 1
through 5 were hit 5 times each, this total would
be 25. This also reflects the total number of passes
the program made.
Average Count — the average hits per number. For
example, if we were testing the range of 100-101
and 100 was hit 2 times, and 101 was hit 4, the
average would be 3. Use this total to determine the
randomness of the test run. For example, if you
tested the whole range of numbers (0-255), and
the average count read 10,123, but the number 2
was hit only 3 times, you'd know of this disparity.
Lowest Count — indicates the lowest number of
hits any one number received. In the above ex-
ample (0-255) the lowest count would be 3 because
tlie number 2 was hit only 3 times,
I Ugliest Count — indicates the highest number of
hits received by any one number.
Total Zeroes — indicates how many random num-
bers received no hits.
Although the recap analysis is brief, it is help-
ful in illustrating how well the random function is
behaving.
RND And Machine Language
Programming
What about generating random numbers for
machine language applications? Of course, you
could always RTS (branch back to BASIC), generate
a random number with the RND command, and
return to machine language. But this would reduce
the speed of the machine language program.
The answer can be found at address SE097
(decimal 57495) in the 64, and SE094 (decimal 57492)
in the VIC-20. These addresses are the start of the
routine in the Kernal that places random values
into the random seed bytes. Type and enter this
BASIC line to demonstrate how it works:
SYSxxxxx:FORA = I39T0143:I'RINTA,PEEK( A):NEXT
Replace xxxxx with 57495 for the 64, and 57492 for
the VIC. As you can see, each time this BASIC state-
ment is run, the values in the random seed change.
Using these Kernal routines in your machine
language program is fairly straightforward. When
you need a random number, JSR (Jump to Sub-
Routine) to the Kernal routine. You can then re-
trieve one or more of the values in the random
seed bytes, and away you go. Of course, processing
the values is up to you.
However, there is one important point to
remember when generating random numbers in
machine language. As mentioned earlier, seeding
Ihc RN1 ) command with a negative, positive, or
zero value will produce different results. When
you use the Kernal RND routine, one of the first
things it checks for is a negative, positive, or zero
value in the Floating Point Accumulator. Make
sure the FPA contains values that will produce
the results you desire.
There is another unique way of generating
random numbers in machine language, using the
I/O block in your computer. The I/O block is an
area of memory (starting around 56320 in the 64,
and 37000 in the VIC) that is constantly changing,
doing such things as updating the screen, and
manipulating data direction registers and timers.
First, find two bytes that have constantly changing
values. Load the accumulator with the value in
one byte, and either the X or Y register with the
other. You can then rotate (ROR or ROL) the ac-
cumulator with the X or Y register.
Does RND Generate Random
Numbers?
Our results from Random Number Test are inter-
esting. First is the way the random seed bytes
behaved.
102 COMPUTEI's Gazette June 1984
Software Discounters
71
w V S.D. of A. )
America ^^
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Paperclip ID) $59
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104 COMPUTE!'* Gazette Juno 198-1
The most interesting of the five bytes (139-
143) was 139. After 129,873 passes, the results
were very lopsided. Although the whole range of
possibilities (0-255) was tested, only 15 numbers
received hits, the numbers between 1 14 and 128.
And each number received approximately twice
as many hits as the previous number. The number
127 received 32,287 hits and 128 was about double
that amount with 65280. This is because of the
way base ten numbers are translated into floating
point format. This byte would not be very usable
for generating random numbers because of the
poor dispersion pattern.
Also of interest were the test results of random
seed 143. The pattern here, although it did display
a few glitches, was usable. The majority of num-
bers (236) received a relatively random number of
hits. A few numbers received zero hits.
Finally, the biggest surprise was the testing
of the BASIC RND command. The range tested
was 1 to 6, and the surprise was the results. The
activity was evenly distributed over the entire
range with the number 3 receiving 38,593 hits
(the lowest), and the highest number 4 with 39,418
hits. The average was 39,061. These test results
seem to indicate that the BASIC RND command
is effectively random. All tests were run after the
random seed was initialized with the clock.
See program Haling on page 174. ®
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The VIP Terminal is only the first in a
whole series of elegant software for
your Commodore 64 called the VIP
Library. This complete collection of
easy-to-use, serious, high quality,
totally interactive productivity software
includes VIP Writer, VIP Speller, VIP
Calc, VIP Database, VIP Disk-ZAP, VIP
Accountant and VIP Tax. All are equal
in quality to much more expensive
software for the IBM PC arid all are
very affordable!
| 1; Wl I, Mm, a., in iu.:i
Virtual Memory
VIP library programs are not limited
by the size of your computer's
memory. Ail programs use virtual .
memory techniques to allow creation
and use of files larger than your
computer's available work area. You're
only limited by the space on your diskl
■ 1903 hy Sofllivt Corporation
Icons Make Learning Easy
Hi-res technology and sprites allow
VIP Library programs to bring you task
Icons, made famous by the Apple Lisa™
and the Xerox Star™. With these
advanced sprite representations of the
task options open to the user, even the
total novice can, at a glance, perform
every task with ease. Just look at the
icon and press a keyl No programs are
easier or more fun to learn and use!
Total Compatibility
All VIP Library programs are
compatible with each other and other
computers for easy file transfer. Each
uses ASCII, the universal language of
computer communications so that files
can be sent to and received from other
computers without modification! The
Library also gives you the benefit of a
consistent icon and command
structure. Once you have learned one
program, the others will come easily.
For Orders ONLY f*
— Call Toll Free —
1-800-328-2737
Order Status and Software Support
call (612) 881-2777
Available at Dealers everywhere, tf your
Dealer is out of stock ORDER DIRECT!
MAIL ORDERS: $3.00 U.S. Shipping ($5.00
CANADA; $10.00 OVERSEAS. Personal
checks allow 3 weeks.
Professional Displays
The 40-characters-per-line display of
ihe Commodore 64 is inadequate for
serious computing. An 80-column
display is the industry standard. VIP
Library programs bring this standard ic>
your Commodore 64 with state-of-tho
'art graphics, without need for costly
hardware modifications. With VIP
Library programs you can freely choose
from four displays: the standard 40
column display, plus a 64, 80 and even
a 106 column by 25 line display. With
these programs you can have more text
on your screen than on an IBM PC or
an Apple He with an 80-column board'
Welcome to the professional worldf
Who Is Sbftlaw?
Softlaw Corporation has years of soft-
ware experience in micros. We currently
offer the full-line VIP Library for other
micros in the U.S. and in Europe. Now we
are bringing this experience to the Com-
modore 64 so you get ultra-high quality
software at very affordable prices.
<^oftLaw
9072 Lyndale Ave. So., M pis., M N 55420
AUTHOR'S SUBMISSIONS
ARE ENCOURAGED.
4 Color
80 COLUMN Letter Quality
PRINTER/PLOTTER
Super iari^^ Special
$99
1/2phice
sale
$99
A|2 PRICE
SALE
• LOWEST PRICE IN U.S.A.
Commodore-64 & VIC-20
• List your programs • High resolution graphics for bar charts and geometric figures (like
spirograph) • Plugs directly into VIC 20 and Commodore 64 — Interface included • Lowest
cost letter quality printer in the country.
* PROJECTED SALES *
i *
W %
ACTUAL PRINT SAMPLES
UPPER CASE - ABCDEFGhlJKLMNOPQRSTUUUXYZ
LONER CASE - abcde i gh i jk L mnopqrs t uwxyz
M^!%&.
At last you can list your programs (even control characters} and make beautiful high resolu-
tion graphics at an affordable price. This 80 column letter quality printer/plotter is great for
making complex bar charts for business plus fancy greeting cards and geometric designs.
Great for homework too. Everyone must have a 4 color printer plotter for their VIC-20 or
Commodore-64. List $199.00. Sale S99.00.
• LOWEST PRICES • 15 DAY FREE TRIAL • 90 DAY FREE REPLACEMENT WARRANTY
• BEST SERVICE IN U.S.A. • ONE DAY EXPRESS MAIL • OVER 500 PROGRAMS • FREE CATALOGS
I Add 310.00 tor shipping, handling and Inauranca. Illinois residents 1
I plonss add 8% lax. Add $20.00 (Of CANADA. PUERTO RICO, HAWAII I
| ordere.WEDQNOTEXPORTTQOTHERCOUMTRIES. ,
I Enclose Cashiers Check. Money Order or Personal Chech. Allow H I
| days lor delivery. 2 lo 7 days lor phone orders. 1 day express mall! I
J Canada orders must be In U.S, dollars. Visa ■ MasterCard COD. '
^^TERPRIZES 0"EIOVEOUH CUSTOMERS)
BOX 550, BARRINGTON, ILLINOIS 600(0
Phono 312/382-5244 lo ordtr
80 COLUMN PRINTER SALE— $149.00
COMSTAR T/F
Tractor
Friction
Printer
**
COM-STAR
75 Day Free Trial -180 Day Immediate Replacement Warranty
• Lowest Priced, Best Quality, Tractor- Friction Printers in the U.S.A.
• Fast 80-120-160 Characters Per Second • 40, 46, 66, 80, 98, 132 Characters Per Line Spacing
• Word Processing • Print Labels, Letters, Graphs and Tables • List Your Programs
Print Out Data from Modem Services • "The Most Important Accessory for Your Computer"
•STX-80 COLUMN
PRINTER— $149.00
Prints lull 80 columns. Super silent
operation, 60 CPS, prints Hi-resolution
graphics and block graphics, expanded
character set, exceptionally clear
characters, fantastic print quality, uses
inexpensive thermal paper! Best thermal
printer in the U.S.A.! (Centronics Parallel
Interface).
**DELUXE COMSTAR T/F
80 CPS PRINTER— $199.00
The COMSTAR T/F (Tractor Friction)
PRINTER is exceptionally versatile. It
prints 8'fi" x 11" standard size single
sheet stationary or continuous feed com-
puter paper. Bidirectional, impact dot
matrix, 80 CPS, 224 characters. (Cen-
tronics Parallel Interlace).
Premium Quality— 120 CPS
COMSTAR T/F SUPER-10X
PRINTER— $289.00
COMSTAR T/F (Tractor Friction) SUPER-
10X PRINTER gives you all the features
of the COMSTAR T/F PRINTER plus a
10" carriage, 120 CPS, 9 x 9 dot matrix
with double strike capability (or 18 x 18
dot matrix (near letter quality), high
resolution bit image (120 x 144 dot
matrix), underlining, back spacing, left
and right margin settings, true lower
decenders with super and subscripts,
prints standard, Italic, block graphics
and special characters, plus 2K of user
definable characters! The COMSTAR T/F
SUPER-10X PRINTER was Rated No. 1 by
"Popular Science Magazine." It gives you
print quality and features found on
printers costing twice as much!! (Cen-
tronics Parallel Interface) (Better than Ep-
son FX80).
Premium Quality— 120 CPS
COMSTAR T/F SUPER-15V
PRINTER— $379.00
COMSTAR T/F SUPER 15V PRINTER
has all the features of the COMSTAR T/F
SUPER-10X PRINTER plus a 15V car-
riage and more powerful electronics
components to handle large ledger
business forms! (Belter than Epson FX
100).
Superior Quality
SUPER HIGH SPEED— 160 CPS
COMSTAR T/F 10"
PRINTER— $489.00
SUPER HIGH SPEED COMSTAR T/F
(Tractor Friction) PRINTER has all the
features of the COMSTAR SUPER-10X
PRINTER plus SUPER HIGH SPEED
PRINTING- 160 CPS, 100% duty cycle,
8K buffer, diverse character fonts,
special symbols and true decenders, ver-
tical and horizontal tabs. RED HOT
BUSINESS PRINTER at an unbelievable
low price!! (Serial or Centronics Parallel
Interface)
Superior Quality
SUPER HIGH SPEED— 160 CPS
COMSTAR T/F 15%"
PRINTER-$579.00
SUPER HIGH SPEED COMSTAR T/F
15V PRINTER has all the features of the
SUPER HIGH SPEED COMSTAR T/F 10"
PRINTER plus a 1554" carnage and more
powerful electronics to handle larger
ledger business forms! Exclusive bottom
paper feed!!
PARALLEL INTERFACES
For VIC-20 and CO M-64— $49.00
For All Apple Computers— S79. 00
NOTE: Other printer interfaces are
available at computer stores!
Double
Immediate Replacement
Warranty
We have doubled the normal 90 day war-
ranty to 180 days. Theretore if your
printer fails within "180 days" from the
date of purchase you simply send your
printer to us via United Parcel Service,
prepaid. We will IMMEDIATELY send you
a replacement printer at no charge,
prepaid. This warranty, once again,
proves that WE LOVE OUR
CUSTOMERS!
J Add $17.50 for shipping, handling and insurance. WE DO NOT EXPORT
TO OTHER COUNTRIES EXCEPT CANADA.
■ Enclose Cashiers Check, Money Order or Personal Check. Allow 14 days
! for delivery, 2 to 7 days for phone orders, 1 day express mail! Canada
" orders must be In U.S. dollars. VISA — MASTER CARD ACCEPTED. We
I ship C.O.D.
PM~|fPRPR|7Pfi rWE LOVE OUR CUSTOMERS)
BOX 550, HARRINGTON, ILLINOIS 60010
Phona 312/382-5244 to order
SUPER-10" ABCDEFGH I JKLMNOPQRSTUVWXYZ
flBCDEFGHIJKUINOPaRBTUVWXYZ 1234367590
Cf ffstimeforyour
computer to grow up.
VIC-20 EXPANDER SALE!
LIST
SALE
• 8K RAM MEMORY EXPANDER
$ 69.95
$39.00
(Free $16.95 Game)
• 16K RAM MEMORY EXPANDER "CARDCO"
$ 99.00
$49.00
(Free $29.95 Adventure Game)
• 24K RAM MEMORY EXPANDER
$159.00
$59.00
(Free $29.95 Adventure Game)
• 32K RAM MEMORY EXPANDER
$199.00
$75.00
(Expands to total memory to 57K (57,000 bytes)
• 3 SLOT "CARDCO" SWITCHABLE EXPANDER BOARD
$ 39.95
$29.00
• 6 SLOT "CARDCO" SWITCHABLE "CARDCO"
RIBBON CABLE EXPANDER BOARD (Lifetime warranty)
$ 99.00
$49.00
• 40-80 COLUMN BOARD
$ 99.00
$59.00
• "CARDCO" PARALLEL PRINTER INTERFACE
$ 99.00
$69.00
VIC-20
WORD PROCESSOR SALE
1. "Write Now" Word Processor Cartridge! (Better than Quick Brown Fox) No disk drive or
cassette player needed! Just plug in the "Write Now" cartridge. Easy to use and learn, has all the
professional features: margin settings, editing word wrap, scrolling, search and replace, center-
ing, page numbering, user defined characters, ascii code set that allows use of all printer
features!! Includes a powerful mailmerge for mailing lists! List $39.95 Sale $34.95.
2. "H.E.S. Writer" Word Processor Cartridge! Full screen editing, scrolling up and down, word
wrap, left and right justification, centering, page numbering, screen text preview and more! List
$39.95. Sale $24.95.
3. "Total Text" Word Processor creates professional documents! Features include page number-
ing, right and left margins, paragraph control, upper/lower case, full screen editing, footnotes,
etc.! <8K Ram required) Tape List $34.95. Sale $19.95.
4. "Total Labels" Mailing List! Keep and print mailing list labels with ease. Add change and
delete labels, alphabetize, option to select any part of list. (8K Ram required) Tape List
$24.95. Sale $14.95.
Ada S3 00 for postage Add $6 00 tor CANADA PUERTO RICO HAWAII <
orders WE DO NOT EXPORT TO OTHER COUNTRIES |
Enclose Cashiers Check, Money Order or Personal Chech aiidw i* |
days for delivery, 2 to 7 days tor phone orders. 1 day express mail'
Canada orders must be in U S dollars We accept Visa ano Master
Card We ship COD '
>t ouHi'usrowtHs
ENTERPRIZES
BOX 550, BARRINGTON, ILLINOIS 60010
Phone 312/382-5244 to order
® SANYO MONITOR SALE!!
9" Doto Monitor
80 Columns x 24 lines
Green text display
Easy to read • no eye strain
Up front brightness control
High resolution graphics
Quick start - no preheating
Regulated power supply
Attractive metal cabinet
UL and FCC approved
• 15 Day Free Trial - 90 Day Immediate Replacement Warranty
9" Screen - Green Text Display
12" Screen - Green Text Display (anti-reflective screen)
12" Screen -Amber Text Display (anti-reflective screen)
14" Screen -Color Monitor (national brand)
*PLUS $9.95 for Connecting Cable.
Display Monitors From Sanyo
With the need for computing power growing every day, Sanyo has
stepped in to meet the demand with a whole new line of low cost, high
quality data monitors. Designed for commercial and personal com-
puter use. All models come with an array of features, including up-
front brightness and contrast controls. The capacity 5 x 7 dot
characters as the input is 24 lines of characters with up to
80 characters per line.
Equally important, all are built with Sanyo's commitment
to technological excellence. In the world of Audio/Video, Sanyo is
synonymous with reliability and performance. And Sanyo quality is
reflected in our reputation. Unlike some suppliers, Sanyo designs,
manufactures and tests virtually all the parts that go into our products,
from cameras to stereos. That's an assurance not everybody can
give you!
*$ 69.00
*$ 99.00
*$ 99.00
*$249.00
• LOWEST PRICES* 15 DAY FREETRIAL* 90 DAY FREE REPLACEMENT WARRANTY
• BEST SERVICE IN U.S.A. • ONE DAY EXPRESS MAIL • OVER 500 PROGRAMS • FREE CATALOGS
I Add 110.00 for shipping, handling and Insurance. Illinois residents 1
I please add 6% tax. Add J20.00 tor CANADA, PUERTO RICO, HAWAII |
| orders. WE DO NOT EXPORT TOOTHER COUNTRIES. j
I Enclose Cashiers Check. Money Order or Personal Check. Allow 14 |
j days for delivery, 2 to 7 days for phone orders, 1 day express mall! |
Canada orders musl be In U.S dollars. Visa ■ MasterCard • CO.D
!
ENTERPRIZES (we love ouH customef,s>
BOX 550, BARRINGTON, ILLINOIS 60010
Phone 312/382-5244 to order
ONE CALL GETS IT ALL!
TELECOMMUNICATIONS SALE!$49
Make a connection!
for Commodore
VIC-20 and 64
J&
REACH OUT AND
ACCESS SOMEONE
Wander the wires of bulletin board
systems gathering information and
making new computer friends!
DELUXE 40 CHARACTER MODEM SALE $49.00
• Saves on-line time; Easier to read!
• Direct connect, originate/answer, half and full duplex!
• Terminal program (tape included) Disk— Add $5.00!
• One year free access to CompuServe, 2 hours free on-line time!
• 15 day free trial — 180 day free replacement warranty!
• Instruction manual!
80 COLUMN TERMINAL CARTRIDGE SALE $59.00
IList S99.00)
• No cassette or disk drive needed!
• VIC-20 40-80 Column
• COM-64 80 Column Board
$59.00 (List $99.00)
$99.00 (List $199.00)
Converts your computer screen to 40 or 80 columns!
You can add a 40-80 column word processor, mailmerge
and electronic spreadsheet for only $24.95 (tape or disk).
SMART 64 MODEM PROGRAM SALE $26.95
(Lis! S39 95/
One key password automatic entry!
On-line alarm timer!
Prints out all information received!
Record and send programs on disk!
Use with Protecto 40-80 column terminal!
(DISK)
- LOWEST PRICES • 1 5 DAY FREE TRIAL • 90 DAY FREE REPLACEMENT WARRANTY
• BEST SERVICE IN U.S.A. • ONE DAY EXPRESS MAIL • OVER 500 PROGRAMS • FREE CATALOGS
Ada 13 00 lor poslage Add J6 00 lot CANADA PUERTO RICO HAWAII •
orders WE DO NOT EXPORT TO OTHER COUNTRIES |
Enclose Cashiers Check. Money Older or Personal Check Alio* 14 |
days lor delivery. 2 to ? days tor phone orders, 1 day express mail1 J
Canada orders mgsl be in US. dollars We accepl Visa and Master j
Card We ship C.O.D '
f NTERPRIZES weloveourcustomersi
BOX 550, BARRINGTON, ILLINOIS 60010
Phone 312/3B25244 to ordw
VIC-20
Cartridge
Games
Factory Clearance
CREATIVE
SOFTWARE
No. 1 Seller In U.S.A.
>H?nRIIT7
Astroblifz —
(Like Defen-
der.) Voted No.
I computer
game overall by
Creative Com-
puting! Fon-
tastic copy of an
arcade classic.
Destroy alien saucers and gun
towers while avoiding enemy
objects that float by. List $34,95.
Sale $7.95.
Serpentine —
Awarding win-
ning game.
Avoid hostile
red snakes and
lay your young
while getting
food to keep
you alive. Fan-
tastic strategy game that has
become a classic. List $34.95.
Sale $7.95.
Priced
Below
Cost
Apple Panic — The fast
action computer game
hit now comes to the
VIC-20. You must dig
traps in the brick floor
and wait for the wander-
ing apples to fall in.
Rat Hotet — Here you get to play the
rat. Running and jumping from floor
to floor in Hotel Paridisimo you must
eat whatever you find but Waldo the
maintenance man has set many
traps for you that you must avoid.
Plus Waldo has an atomic elevator
that let's him jump several floors at
once. See if you can get to the bot-
tom before Waldo does you in. Fantastic graphics
and sound. List $34.95. Sale $9.95.
Spills & Fills — How much is too
much? How much isn't enough? With
this original concept educational
game designed for grade schoolers
through high school students, you
can develop ratio and perspective
skills. With three exciting and
challenging skill levels, this program
presents new and ever-changing
challenges for the inquisitive mind. Sale $9.95.
Trashman (Better than Pacman). Dash for the trash
and pick up CASH! ! ! List $29.95. Sale $9.95.
Then simply beat them
on the head to push it
through and destroy the
apple. Otherwise the
opple's will roll right
over you and kill you.
(Fast action.) List $34.95.
Sale $7.95.
Terraguard — Your mission is
to destroy the aliens before
their ship has a chance to land.
Move your base along the
ground and shoot up at them.
List S34.95. Sale $9.95.
While
They
Last
Video Mania — You're in an
open field and strange alien
creatures are roaming all over. If
you stand still too long, they'll
collide with you, causing instant
annihilation. Your only defense^!
is to destroy them by throwing your electronic,
football-shaped alien zapper at them. Sale $9.95.
Household Finances — This 4 part
program will take care of all your
family's finances. Record, change
and delete expense and income
items from 16 categories, monthly
ond yearly totals are easily graphed
and even a budgeting progrom to
help you clamp down on excessive
spending. List $34.95. Sole $9.95.
ENTERPRfZES we LOvt ouB costo,,,ebs'
BOX 550, BARRINGTON. ILLINOIS M0 10
Phone 312/3425244 to order
Add 13 00 lor postage Add 16 00 lor CANADA PUERTO RICO HAWAII <
orders WE DO NOT EXPORT TO OTHER COUNTRIES |
Enclose Casruers Check. Money Order or Personal Cneck Allow 14 |
days lor delivery 2 lo 7 days lor phone orders. I aay eipress mail'
Canada orders must be in US dollars We accept Vrsa ana Master-
Card We ship C O.D
POWER BASIC
One -Touch Keywords
Mark Niggemann
This powerful programming utility puts 52 of
the most common BASIC keywords at your
fingertips. For the VIC-20 and Commodore 64.
The less time spent typing, the more time you
have for programming. "One-Touch Keywords"
lets you use any of the letter keys in combination
with either the SHIFT or Commodore key to in-
stantly print a BASIC keyword on the screen. For
example, instead of typing GOSUB, you can hold
down SMI FT and press G, and GOSUB will appear
as if you had typed the whole statement. See the
table for a list of all the keywords available.
Which Computer?
This utility works on both the VIC and 64. It ini-
tially detects which computer is being used and
then modifies itself as necessary. These modifica-
tions are POKFd right after the relocation adjust-
ments.
To detect which machine the program is run-
ning on, PEEK 65532, a ROM address. If this loca-
tion contains a value of 34, the program is being
run on a VIC. Otherwise, it's on a 64. This is an
easy way to detect which machine you are working
with and can be used in any program designed to
work on both the VIC and 64.
A final checksum routine {lines 710-750) is
included to aid in finding any errors in the machine
language data. After you run the program once,
type RUN 700 and the program will check your
typing. Recheck the DA'I'A statements if you get
an error message. This final checksum is added
insurance to the line-by-line checksum provided
by the "Automatic Proofreader."
Activating The Keywords
The program is a BASIC loader which moves the
1 1 2 COMPUTEI's Gazottc June 1 964
machine language from DATA statements into
the upper part of free memory. It also protects the
machine language from interference by BASIC.
To activate the machine language, you must
type SYS followed by the number given as the on/
off address, then press RETURN. The one-touch
keywords will remain enabled even after the
RESTORE key has been pressed. To disable the
keywords, SYS the on/off address again.
See program listing on page 175.
Keywords
Key
SHIFT
Commodore
A
PRINT
PRINT*
B
AND
OR
C
CHRS
ASC
D
READ
DATA
E
(.IT
END
F
FOR
NEXT
C
GOSUB
RETURN
H
TO
STEP
I
INPUT
INPUT*
J
GOTO
()\
K
DIM
RESTORE
L
LOAD
SAVE
M
MIDS
LEN
Ni
INT
RND
O
OPEN
CLOSE
P
POKE
PEEK
Q
TAB*
SPC(
R
RIGHTS
LEFT$
s
STRS
VAL
T
IF
THEN
U
TAN
SQR
V
vtRin
CMD
w
DEF
FN
X
LIST
1 Kl
Y
SIN
COS
2
RUN
SYS
m
TELSTAR 64
Sophisticated Terminal Communications Cartridge for the 64.
*PF0* 10D WD CP D1 D2 BELL 12:30:00 10:14:36
(TELSTAR's Status Line)
Don't settle lor less than the best!
• Upload/Download to/from disk or tape.
• Automatic File Translation,
• Communicates in Industry Standard ASCII.
• Real-Time Clock plus Alarm Clock.
• Line editing capability allows correcting and resending long command lines.
• 9 Quick Read (unctions
• Menu-driven.
• Similar to our lamous STCP Terminal package.
• Works with Commodore Modems and supports auto-dialmg.
The best feature is the price — only S49.95 (Cartridge and Manual)
Machine Language Monitor Cartridge
for the CBM 64
More lhan 20 commands allow you lo access the CBM 64's Microprocessors
Registers and Memory Contents. Commands include assemble, disassemble.
registers, memory, transfer, compare, plus many more.
Someday every CBM 64 owner will need a monitor such as this.
Cartridge and Manual — S24.95
8K in 30 Seconds
for your VIC 20 or CBM 64
if you own o ViC 20 or o CBM £4 ond nave oeen conce*n w
OOO^r nn# high, cost of a Oisk to store you programs or,
wor'v vourseif no longer Now there's me GABB* The RABBIT
comes m a cartridge and a' o much, rnucli lows' prfCft
ttion f he averoge disk And spaed this js one fasl RABB'T
With 1 no RABBlfyou can toad and store on yojr CBM
oaiasetle on 6K pfogrom m olrrost M seconds, composed
lo thocurrenl 3 minutesol a VIC 20 or CBM 64 almas- as
tastasihe 1541 aisk drive
Tne fJABB^T is &osy lo install, allows one to Append
Bq5>c PrograTS, works wittl or w-rnout Expansion
Memory, ana previous two data file mooes The
RABBIT ii not on jy fosl but Te4mfcte
fTne QoDtxi br the V'C 22 cantons on eipans*on con ■
nedc 10 yoy con irnuttanoousty use your rreTO'v Boa'd
$39.95
MAE
NOW
THE BEST
FOR LESS!
$59,95
For CBM 64, PET, APPLE, and ATARI
Wow, you can hove rhe same profession aiiy designed Macro
Assembler >Ed:lor as used On Space Shuttle projects
• Designed to i mprovg Progra mmer Productivity
• Similar syntax and commands - No need to reieorn peculiar
syntaxes and commands when you go from PET to APPLE to
ATARI
• Co'esidenl AssempierVEdiic/ ■ Wo need to 'ood the Editor then
the Asserr.bier fhen the Editor etc
• Alio includes Word Processor nwocaimg Leader, and mi
n c *
■ foa-ertul tditor Macros. ConOiSionoi and imeroctive
Assembly, and Auto - zero poge aad'essi^g
SNlnc* convinced send foau-freesoec sneer1
3239 Linda Dr.
Winston-Salem. N.C. 27106
(919)924-2889 (919)748-8446
Send for free catalog!
MasterCard ,
SUPERTAX
Get Supertax by Rockware Data
and get the jump on your
1984 Income Tax Planning
THIRD SUCCESSFUL YEAR! • THOUSANDS ALREADY IN USE!
Use SUPERTAX personal income tax programs to calculate your tax liability now and have plenty of
time to make year-end investment decisions to improve your position. SUPERTAX was specifically
created for Commodore 64 users by a practicing CPA with a Master's degree in tax accounting.
Highly acclaimed by tax pros, CPA's and tax preparers, SUPERTAX is easy to understand and a
pleasure to | work with.
• SUPERTAX is fully sere en- prompted and includes
a manual loaded with valuable tax information,
instruction and guidance,
• SUPERTAX instantly recalculates your entire return
when you change any item.
• SUPERTAX prints directly on IRS forms.
• SUPERTAX DATA can be stored on a diskette.
• SUPERTAX updates are available at 50%
discount to registered SUPERTAX owners.
• SUPERTAX is an essential addition to your
personal software library— best of all its tax
deductible,
FOR TAX PLANNING
Using either screen or printer output. SUPER-
TAX generates clear and concise summaries of
Page 1 and 2 and Schedule A of FORM 1040
allowing you to see at a glance and to quickly
comprehend your tax situation. This program
also prints an OVERALL SUMMARY ol the
return showing Adjusted Gross Income.
Itemized Deductions, Taxable Income, Regular
Tax and Payment Due or Refund — all ol which
are calculated by the program. SUPERTAX also
calculates the moving expense deduction,
investment credit, taxable capital gains, political
and child care credits, medical limitations, and
much more. Input is fast and easy and changes
can be made in seconds. This program actually
makes lax planning a breeze.
FOR RETURN PREPARATION
SUPERTAX PRINTS THE INCOME TAX
RETURN: This program pnnis page 1 , page 2
of the FORM 1040, Schedules A, B, W and G
(income averaging) ol the FORM 1040 as well
as FORM 3468 (investment tax credit) on
standard IRS government forms or on blank
computer paper for use with transparencies.
Any item of input can be changed in seconds
and the entire return is automatically recalcu-
lated to instantly rellect the change.
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MACHINE LANGUAGE FOR BEGINNERS
RICHARD MANSFIELD, SENIOR EDITOR
Indirect Addressing
This month we'll take time out to answer a ques-
tion which came in the mail:
Q.: I hope you'll go over indirect indexing again.
Why is it important? I found it hard to absorb at
first.
A: Everyone does. It's one of those things
which — once you know how to do it — is easy to
use and even obvious. But everyone I've ever
known who learned machine language has had to
puzzle this one out. It's an addressing mode, a way
of sending a byte from one place in the computer
to another.
There are various ways to send these bytes,
various addressing modes you can choose from.
Like BASIC'S POKE 1024,65, machine language
(ML) can also send the number 65 to the first RAM
memory cell of the screen on a Commodore 64.
ML could do it in this fashion:
LDA #65 (load the accumulator with 65)
STA 1024 (store the accumulator at address 1024)
That's the Absolute addressing mode. It's
straightforward. Load it, store it.
Making A Bank Shot
Yet there are other ways, other addressing modes,
which send a byte from the accumulator to a target
address. What's often called Indirect Indexed
addressing (I like to call it Indirect Y) is not as
straightforward as Absolute addressing. You load
it, and bounce it off a zero page pointer. This idea
does take a few minutes to learn, but it's a funda-
mental and very powerful ML programming tech-
nique. You should study it, play with it until you
master it. It's like a bank shot in basketball: you
make a basket by bouncing the ball off the back-
board. In other words, it's an indirect shot:
114 COMPUTE!'* Gazette June 1984
LDA #65
LDY#0
STA (253),Y (253 is a zero page backboard off which
the 65 bounces. Such two-byte, zero page locations
are called pointers.)
The confusing part is how 253, even enclosed
in parentheses, sends that 65 up to 1024. The
parentheses and the ,Y are just symbols that alert
an assembler program to use the Indirect Y ad-
dressing mode. An assembler is to machine lan-
guage what BASIC is to BASIC programs: it inter-
prets and creates a series of instructions that the
computer can follow.
But why 253? What's special about this zero
page address that causes bvtes to go to 1024 in-
stead of 5000 or 8992? The answer is that Indirect
Y addressing is a two-step process: First you must
put the target address (1024 in our example) into
whatever two bytes in zero page that you plan to
use as a pointer. In other words, you put the 1024
into addresses 253 and 254 yourself before you can
STA (253), Y and have bytes bounce up to 1024.
Position Matters
So far, so good. But how do you set up an
address pointer? The 6502 chip expects all such
addresses to be stored into two consecutive bytes
and it wants the higher byte in memory of this pair
to hold a number that is to be multiplied by 256.
The lower byte in memory will hold any remainder
left over after the multiplication. Thus, in our
example above, the number in cell 253 will be the
remainder and the number in 254 will be what's
multiplied by 256. The position of the two numbers
in the pointer is important. How would you set
up a pointer to hold the address 15? It would be:
15 0. Nothing is multiplied by 256. How about
storing the number 1024?
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Preparing The Pointer
To set up any address pointer, you first divide the
number by 256 to get the higher byte {usually called
the "most significant byte," or "MSB"). 1024/256 = 4.
So 1024 would be stored: 0 4. There is no remainder
in this case, That is, address 253 above would con-
tain a 0 and address 254 would contain a 4. Using
an assembler, you would set up this pointer by:
LDA #0 (Load A with the LSB, the least significant
byte)
STA 253
LDA #4 {the MSB)
STA 254
What would a pointer to 1025 look like? 1 4.
And 1027wouldbe34. Such pointers, fortunately,
do not need to be calculated often in a normal ML
program. But when you need them, they're quite
useful. The easiest way to figure out how to set
up a pointer is to use a calculator. Put in the
number, divide by 256, subtract the integer, and
multiply by 256. Let's practice it:
Enter 1027 and then divide it by 256. You get
4.01 171875. The integer, the whole number to the
left of the decimal point, the 4, is our MSB. jot it
down. Then subtract it from the answer to leave
the fractional part, .01171875. Now to get the LSB,
just multiply this fraction by 256. There's the 3.
I
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Cartridge and Manual - $49.95
On most calculators, vou'll need to enter 1027 ■*■
256 = - 4 = X 256 = .
By now, all this bother seems hardly worth
it. Why not just LDA 65:STA 1024? If that one
load and store is all you're doing, Absolute ad-
dressing is the easier and faster way. On the other
hand, loops and such greatly benefit from the
Indirect Y addressing mode. What if you wanted
to check the first 256 screen RAM cells for the
letter A? It would be swift and effective to store 0
and 4 into 253 and 254 and then:
1000LDY#0
1002 LDA (253), Y
1005 CMP #65 (is it the letter A?)
1007 BEQ 1020 (if so, go do something in response)
1009 INY (otherwise, raise the index and look at the
next cell)
1010 BNE 1002 (branch back to the start of the loop
unless Y resets to zero.)
1013 do something here which shows that no A was
found.
1020 do something here which shows that we did find
an A.
Notice the INY. It's the secret of the power of
Indirect Y addressing. The value of Y is added to
the pointer. Therefore, you can address any cell
within a 256-byte range by just changing the value
ofY. 1024 becomes 1025, 1026, 1027... quickly,
with each INY. DEY would work in the opposite
direction.
200 LDAs
Imagine using Absolute addressing to accom-
plish this same task:
1000 LDA 1024
1003 CMP #65
1005 BEQ 990 found it, so branch.
1007 LDA 1025 didn't find it, so keep on looking.
1010 CMP #65
1012 BHQ 990
1014 LDA 1026... and so on, 198 more times!
One final note: You can't use just any zero
page pair of memory cells to store your pointers.
You have to share this first 256 bytes with your 64
or VIC's BASIC and with its operating system.
They put their pointers into zero page for the same
reason that you will.
If you don't use a tape drive, locations 165-177
are safe to use. Even if you do use tape, you can
store things there if you don't load or store any-
thing to or from tape while the ML program is
running. Most of the ML you'll write won't involve
loading or storing during the execution of a pro-
gram anyway, so 165-177 are normally available.
And addresses 251-254 are always safe.
// you have any questions or topics you'd like to
see covered in this column, please write to: Machine
Lan^ua^e For Beginners, P.O. Box 5406, Greensboro,
NC 27403.
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C-M VIC 20 ATARI
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MY BOOK
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The first program in BECi's new Creativity Series.
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*Computes!'s Gazette, January 84
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I Number identification and color and shape
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File Copier
Martin Engert
"File Copier" is a BASIC utility that lets you
transfer riles from one disk to another using a
single drive without worrying about starting
addresses or machine language. For the VIC-20
and Commodore 64.
"File Copier" can help those who want to copy
sequential or program files from one disk to
another, but have only a single disk drive and no
machine language monitor. Since the program is
written in BASIC, it's a bit slow. But one advantage
of this program over a machine language monitor
when transferring machine language programs is
that you don't have to know the initial address or
length of the program to be transferred.
File Copier works on both the VIC-20 and
Commodore 64, The program first resets the top
of BASIC pointers to reserve IK of memory for
itself. The remaining memory is used to store
your file temporarily. VIC users should make
sure enough memory is available for this purpose
before running the program. Any amount of ex-
pansion memory can be added if necessary. Each
byte of your file is then read from disk using the
GET# command and POKEd into free memory.
Then you insert the new disk and the program
writes these bytes onto it using PRINT#. After
the file is copied, the top of BASIC pointers are
restored to normal.
Screen instructions are provided within the
program for easier use.
File Copier
10 POKE251,PEEK(52)
20 POKE52 , PEEK ( 44 ) +4 : POKE56 , PEEK{ 5
30 PRINT"{CLR;RUN THIS PROGRAM TO"
40 PRINT "COPY A PROGRAM OR"
50 PRINT "SEQUENTIAL FILE FROM"
60 PRINT "ONE DISK (THE SOURCE"
70 PRINT "DISK) TO ANOTHER (THE'
80 PRINT "DESTINATION DISK)."
90 PRINT "INSERT SOURCE DISK."
100 M=256*PEEK(52)
118 COMPUTES'* Gazette June 1984
; rem 49
2) :CLR
:rem 89
;rem 175
:rem 106
irem 133
: rem 30
:rem 73
: rem 253
srem 57
.rem 191
110 OPEN15,8,15 :rem 32
120 PRINT"WHAT IS THE NAME OF" : rem 203
130 PRINT "THE FILE OR PROGRAM" s INPUTFS
j rem 83
140 T?="P":PRINT"WHAT IS THE FILE TYPE"
i rem 252
150 PRINT" {P FOR PROGRAM, S FOR" : rem 68
160 PRINT"F1LE)" : rem 177
170 INPUTT? srem 160
180 OPEN2,8,2,F$+", "+T$+",R" : rem 128
190 INPUT#15, E, E$,X,X: IFE<>0THENPRINTE$ :C
LOSE2sGOTO120 srem 134
200 GET#2,A$sIFA$=""THENA$=CHRS{0):rem 90
210 POKEM+J,ASC{A?) i J=J+1 ; IFST=0THEN200
: rem 66
220 CLOSE2 : rem 60
230 PRINT"INSERT DESTINATION" srem 125
240 PRINT"DISK AND PRESS {RVS} RETURN"
srem 228
250 PRINT"TO COPY."
260 GETC$sIFC$<>CHR$(13)THEN260
270 PRINT"PRESS ( RVS ) RETURN {OFF}
srem 116
: rem 6
IF YOU"
i rem 7
srem 111
:rem 146
srem 77
srem 128
280 PRINT "WANT TO KEEP THE NAME
290 PRINTF$
300 INPUT"FILE NAME ";F$
310 OPEN2,8,2,FS+", "+TS+",W"
320 INPUT#15,E,ES,X,X:IFE<>0THENPRINTE$sC
LOSE2sGOTO300 srem 129
330 FORK=0TOJ-liPRINT#2,CHR$(PEEK(M+K) ) j s
NEXT trem 7
340 CLOSE2sCLOSE15 srem 85
350 POKE52,PEEK(251) s POKE56 , PEEK( 251 ) ;CLR
srem 145 63
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HINTS&TIPS
Appending
Sequential Disk Files
John S. Winn
If you've discovered a clever, timesaving tech-
nique, or a brief but effective programming
shortcut, send it to "Hints & Tips," c/o com-
puted gazette. If we use it, we'll pay you $35.
Sequential files are lists of things— phone num-
bers, addresses, names, or other data — kept on a
disk. They are similar to tape files (which are also
sequential) because they keep the information in
the same order it is entered. The first item written
into the file will be the first one to come out when
a program reads the file.
It's easy to write BASIC programs to construct
such lists. But how do you add new information
to the end of a sequential file?
The 1541 disk drive user's manual suggests
two possible solutions. The first is to read the
whole file, add the new data, and write the file
out again. The longer the file, the more time it
takes, which can be rather annoying. Or, perhaps
you could switch to random access files, at a con-
siderable cost in programming effort.
A simpler method is available, but it's not
mentioned in the user's manual, and thus is not
widelv known. The operating system on Commo-
dore's PET and CBM series (with BASIC 4.0) in-
cludes an APPEND command. The VIC and 64
versions of BASIC do not recognize this command,
but your 1541 disk drive does. And it's simple to
use.
Normally, when you want to write a sequen-
120 COMPWEVsGazottc June 19B4
tial file, you use OPEN 1,8,8, "filename,S,W"
(the S means Sequential and W means Write), To
read the file, replace the W with an R. The method
for appending uses a similar form. If you want to
add to a file which already exists, just use OPEN
1,8,8, "filename,A" (A for Append).
The following short programs demonstrate
this useful command. First we'll write a new file
containing the first ten letters of the alphabet.
10 OPEN 1,8, 8," ALPHABET, S,W"
20 AS="ABCDEFGHIJ"
30 TORJ=1TO10
40 PRINT#l,MID$(A?,a,l) r
50 NEXT
60 CLOSE1
RUN the program. The red light on your drive
should blink on, indicating the file is being written.
Then, append to this file the next ten letters of the
alphabet, using the A (Append) in the OPEN
statement. Change lines 10 and 20:
10 0PEN1,8,8, "ALPHABET, A"
20 AS="KLMNOPQRST"
RUN the program again and the new data
will be added to the file. Now read the file to
doublecheck that the technique worked. Type
NEW and enter this short program.
10 0PEN1, 8, 8, "ALPHABET", S,R"
20 FORI=1TO20
30 GET#1,A?
40 PRINTA$
50 NEXT
60 CLOSE1
UNDI=I?WXRI
Software that's priced UNDER the competitions1
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Just for YOul
i»*M.'m=im;wa
Continental Home Accountant (D) , . 547
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Timowks Electrons Checkbook (DSC) S19
Timeworks Monoy Manager (DSC) ... (19
rimawoms Swifta* (D) S3?
Creative Household Finance (D) $23
Creative Household Finance (C). . . $19
HesWare Finance Manager (0) , . . . . $49
Cardco Tax Survival Rag ram (D) . . . 133
Blue Sky Script 64 (D) . . . . $49
Cordco Wile New' (D) S39
Timewxks Word Wnte* (D) 539
On-Une HomeWord (D) $39
Creative Joe's Write* (D) $42
Heswote OmniWiter a Spell (D) $49
Blue Sky Script 64 & Spell (D) $69
WordPro 3 Plus SpeliRight (D) $69
ItosWote Multtpton (D) $75
HesWare Omnicate (D) $37
MSI Ftacllcalc (D&C) $3S
MSI Programmable Soreodshoal (0) . $SS
Homo Calc (D&C) 526
Creative Jock's Calc (D) $42
Handic Cole Pesuit Advanced (D) . . $75
Creative Fred's Filer (D) $42
Timeworks Data Manage* (DSC) .... $19
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MSI PracliFile (D) S39
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CodoWriter Dialog (D) $4S
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Up For Grabs (ct) ages 8-odult $26
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Crypto Cube ages 8 a up $29
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Secret Filer ages 10 & up $17
Logo Robot ages 10 & up $17
Square Fairs ages 7-12 $17
HoiWara Turtle Graphics II (ct) $39
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Creative I Am Your 64 II (D) . . . . 519
Scarborough Mastertypo (D) , . 529
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Scarborough Foresman Fiooe (D) 529
IM.VrillMiJ.lli.H.ilzH
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Epyx Pitsrop (CT) 527
Epyx Temple ot Apihai (D&C) 527
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Lpy* Upper Reaches (D&C) 516
[pyx Jumpman Junior (CT) $27
Sublogie Rnboll (D&C) 520
Brodorbuno Choplitler (CT) 527
Sublogie Bight Simulator $27
Sega Congo Bongo (CT) $25
Sega Star Trek (CT) $25
Sega Buck Rogers (CI) $25
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Avalon Hi]| Te»enGuord (C) $15
Avaton Hill B-1 Fiomoe* (C) $12
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Screenplay Asylum (D&C) 523
Screenplay K. Uston Blackjack (D) ... $57
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Parker Popoyo (CT) $39
Parker Frogger (CT) $39
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with each purchow o* electronic
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COMMODORE VIC 20
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532
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527
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526
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HnderCorTo(CI) .
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523
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526
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519
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$19
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Creative Choplitti -
519
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524
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525
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5J5
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ATTENTION ALL
COMMODORE 64, VIC 20,
and PET OWNERS!
A complete self-tutoring BASIC programming course
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programs for you to make up. At the end of each
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1 22 COMPU TEl's Gaieite J u n c ) 984
When you RUN this program you should see
all 20 letters on the screen. It works.
There are a couple of things you should be
aware of when you use this new command. First,
you cannot use the A command to open a file for
the first time. The file must already exist — yoti
have to use OPEN 1,8,8" filename, S,W" before
appending. If you want to, you can create an
empty file with a CLOSE 1 immediately after the
OPEN statement. You can then use the A com-
mand within your BASIC program.
Second, if you use a lot of appends, disk space
can be used up more quickly than normal, due to
a quirk in the append command. Think about the
file created by the two programs above. It is short
(containing only 20 characters) and should use
only one block on the disk. But if vou call up the
directory (LOAD"S",8 followed by LIST), you
will notice that ALPHABET uses two blocks. This
is because the A command puts the new data at
the beginning of a brand new block. Even if you
append only one item, it will use up a whole block.
If you append often, you may start to lose free
disk space.
The answer to the second problem is to read
in the whole file, scratch the old sequential file,
and write a new one, a process we originally
wanted to avoid. But at least you won't have to
do it every time you append. <Q
CodePro-64 (c> 1983. SMA
Overview
0 — Using Code Pro -64
1 — CBM-64 Keyboard Review
BASIC Tutorial
Z — Introduction to BASIC
3 — BASIC Commands
& — BASIC Statements
5 — BASIC Functions
Graphics & Music
6 — Keyboard GRAPHICS
7 — Introduction lo SPRITES
3 — SPRITE Generator
9 — SPRITE Demonstrator
A — Introduction to MUSIC
B — MUSIC Generator
C — MUSIC Demonstrator
Other Options
K — Keyword Inquiry
R — Run Sample Proa rams
Select Ctiolca or hit fT tor Default
A new concept
in interactive visual
learning.
CodePix>-64"
Now you can learn to code in BASIC and
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SEE PROGRAM EXECUTION
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EXTENSIVE TUTORIAL
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SPRITE GENERATOR
& DEMONSTRATOR
CodePro-64's sprite generator lets you
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You can easily experimentwkh different
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diately see the effects.
We also help you leam to program with
sprites by giving you a sprite denionstratorso
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leam by visual examples,
MUSIC GENERATOR
& DEMONSTRATOR
Our Music Generator and Music Demon-
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Once you've completed a composition you
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parameters to a diskette file. Our music sam-
OUR GUARANTEE
We guarantee your satisfaction. You
must be satisfied with CodePrr>64 for
theCommodore-64. Try it for 10 days
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pie program can be used alone or incorpo-
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saved music die and replay your songs.
Our music demonstrator lets you experi-
ment'with various combinations of music
programming parameters and hear the
results . Al I you do is enter rows o f SI D
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By seeingyour input and hearing the result
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Whether you're a beginni ng programmer
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Commodore 64 is a trademark of Commodore Business
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PRMrW
SYSTEMS
MANAGEMENT
ASSOCIATES
VICreations
Dan Carmichael, Assistant Editor
Software For The VIC
In this month's column, we'll look at some
new games and educational programs for the
VIC-20.
Commercial software for the VIC-20 has decreased
as of late. That is not to say that the popularity of
the VIC has also lessened. Nor does it indicate
that support for the VIC is waning. With the in-
troduction of the Commodore 64 and other com-
puters, a greater area is being covered bv software
companies. However, there are still many good
games, educational programs, and applications
being offered for the VIC. Well look at a few of
the better ones here,
Educational Programs
Type Attack, from Sirius Software, is a novel typing
tutor program. Usable by all ages, it teaches letter
recognition and keyboard familiarity. Because the
typing speeds can be set from J to 99 words per
minute, Type Attack can help improve the tech-
niques of novice and expert typists alike.
The program contains three lesson options:
Character Attack, Word Attack, and Lesson
Maker. Character Attack teaches character recog-
nition, Word Attack teaches word recognition,
and the last option allows you to set up your own
lessons.
Type Attack offers more than many other typ-
ing tutors in that it plays like a game. You learn
and have fun at the same time. Based on a Space
Invaders theme, the letters and words drop from
the sky. The player blasts them (and defends the
earth) bv pressing tlie appropriate key or keys.
The action can become so fast and furious that
even the youngest child's attention can be held. If
your software needs include a typing tutor, I
strongly recommend this one.
Kindercomp, from Human Engineered Soft-
ware, is a collection of learning games for children
ages 3 to 8. Four of the games arc Names, Se-
quence, Letters, Match.
■Names allows you to type in the child's name,
which is then displayed on the screen a number
of different ways.
Sequence presents a line of numbers in se-
124 COMPUTE!'* Gazette Juno 1984
The Mutch option front Kindercomp.
quential order followed by a question mark. The
child is then asked to supply the next number in
the sequence. A right answer is rewarded with a
smiling face, and three correct answers in a row
produce a colorful screen display with sound.
Letters displays a single letter on the screen,
then asks the child to type the same letter on the
keyboard. Right answers are rewarded with colors
and sounds.
Match familiarizes the child with shapes and
patterns. A pattern of three shapes appears in a
box. The child is then asked to identify the pattern
by matching it with one of three choices.
All of the games feature good color and sound
to hold the child's attention.
A Full-Featured Word
Processor
Write Now!) from Cardco, is a word processor for
the unexpanded VIC. It contains many of the op-
tions you'd expect to find in word processors de-
signed for computers more powerful than the VIC.
The program is on cartridge, so there's no
handling of fragile diskettes, or lengthy tape cas-
sette loads. Other advanced features include:
• Multiple line headers and footers.
• Ability to save text to tape or disk.
Skyblazer offers good graphics and fast action.
An arcade classic for the VIC, Donkey Kong.
• Options for sending special printer codes.
• The ability to recall frequently used passages
and insert them into your text.
• Text scrolling up or down.
• Easy insert and delete modes.
• Block commands including copy, move,
and delete.
• Global search, which allows you to find
and replace any string.
• Optional page numbering at the top or bot-
tom of the page.
• Instruction booklet and a 30-minute audio
cassette instruction course.
All you need is a disk drive or cassette (if you
wish to save the text).
Games
There seems to be no shortage of games on the
market for the VIC. Some of them bear no men-
tion. However, there are many that play well and
offer hours of challenging fun. Here are a few of
them:
Skyblazer is a "defender" type of game. It
offers smooth horizontal scrolling plus good
graphics. And there's plenty of action.
The object of the game is to successfully com-
plete the five missions, or game levels. The first
level puts you on a bombing run to destroy enemy
radar. Once this is destroyed, your next missions
include attacking the enemy tank and ICBM
defenses. After you've destroyed the primary
defenses, the final challenge is to destroy the
enemy headquarters. And that is not easy.
Skyblazer contains good graphics and sound.
Also included are options to pause the game, or
adjust the positioning of the screen display. Avail-
able on cartridge, all that is needed is your VIC
and a joystick.
Donkey Kong, from Atarisoft, is a relatively
accurate version of the arcade classic. The object
of the game is to guide Mario through the steel
girders and rescue his girlfriend from the clutches
of a gigantic gorilla.
The game offers four different levels of play.
While climbing upward, you must avoid the roll-
ing barrels, firefoxes, mad springs, and cement
piles. Grabbing the magic hammer allows you to
smash the rolling barrels.
The game is challenging, and the colors,
sound, and smooth graphic animation make it a
fun game for the VIC. Donkey Kon$ is available on
cartridge and requires a joystick.
Lazer Zone is a fast-paced shoot-'em-up game.
The object is to fend off the attacking VVarfiends
of Zzyzax. You're armed with two rapidly firing
cannons. The cannons are located at the bottom
and the side of the screen and each moves and
fires independently. Maneuver each cannon to
shoot and destroy the invading Zzyzaxians,
Although the game is simple in theory, it's
fun to play. The action is nonstop, and the sound
effects are very good.
La zer Zone is available on cartridge.
Capture the Flag, from Sirius Software, is a
unique game in which you maneuver through a
maze to capture your opponent's flag. But this is
not the usual maze game. Instead of viewing the
field of play from the top, you see it from ground
level. This produces an interesting 3-D effect
as you work your way through a maze of walls
towering over your head.
Game options include a pause control and a
feature which allows you to toggle the labyrinth
maps on or off. You can also choose to play defense
(protect) or offense (capture). You may also choose
your opponent — a friend or the computer.
Although the 3-D screen display and the game
action make this one of the best games I've seen
COMPUTEI's Gazette June 1984 125
on the VIC, it does have one inconvenience.
Dreary music plays throughout the game, and
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you can always turn your volume down.
Capture the Flag is on cartridge and requires a
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126 COMPUTEI's Gazelle June 1984
Scroll 64
Peter Marcotty
A window can make a static screen more dy-
namic. This short machine language routine
gives you control over screen scrolling from
within BASIC programs.
Someone spots a tornado and reports it to the
local weather bureau. Your television beeps and a
warning moves across the bottom of the screen.
How would you create that effect on your 64?
How do you make words scroll sideways?
Scroll Control And Windows
When you LIST a program, the screen fills quickly.
As new lines appear, the screen scrolls from bot-
tom to top {everything moves up a notch).
But there maybe times when you want move-
ment from top to bottom, or right to left. Or
perhaps you want some information to stay in
one section of the screen while everything else
moves.
You need a screen window. Things in the
window move, while everything else stays put.
Some new computers, such as the Apple Macin-
tosh, have built-in windowing.
"Scroll 64" won't turn your 64 into a Macin-
tosh, but it can make your screen displays more
dynamic.
Asteroid Belts And Invoices
There are many ways to creatively use screen
windows and scrolling. For example, scrolling is
common in certain types of video games. You
drive a car on a road that moves toward you. Or
your spaceship at the bottom of the screen has to
shoot at descending asteroids. In addition to the
action window, there is usually a section with
information about your current score, remaining
fuel, velocity, and so on. It would be confusing if
your score moved with the asteroids, so the action
of the game is put in a window. Your score goes
somewhere outside the window.
Business programs can benefit from win-
dows, as well. You might want a command line
in an invoicing program, to remind the user of
the various options. The window would cover all
of the screen except the last line, which says
"Fl = Help F3 = New F5 = Help F7 = Continue."
Everything scrolls on the screen except the line at
the bottom. Another possibility is a product list
window in the corner of the screen. When the
user of the invoice program wants to look up a
product number, the window opens up and the
list scrolls by.
Customizing Your Programs
Scroll 64 is a machine language program which
goes into memory locations 49152-49528 ($C0U0-
SC172), It does not use any BASIC RAM. The
BASIC loader program reads the DATA state-
ments and POKEs the numbers into memory.
When the ML program is safe in memory, type
NEW to get rid of the loader and clear RAM.
To use it, LOAD and RUN Scroll 64, type
NEW, and then LOAD your own program. To
activate it, simply SYS 49152. It scrolls once and
returns to BASIC.
Or, if you prefer, you could build the BASIC
loader into your program. Renumber the lines
(starting at 60000, for instance), add a RETURN,
and call it with a GOSUB at the beginning of your
program.
Scroll 64 moves a certain section of the screen
in a certain direction, along with the correspond-
ing color memory. These memory addresses con-
tain the pertinent information:
COMPUWs Gazette June J 984 127
LOCATION FUNCTION
49522 Direction
49523 Left Boundary
49524 Right Boundary
49525 Top Boundary
49526 Bottom Boundary
49527 Horizontal Wrap
49528 Vertical Wrap
Direction is the way in which the screen
scrolls. To change it, POKE 49522 with one, two,
three, or four (for left, right, up, or down respec-
tively). The boundary values define the size of
the window. Left and right boundaries can range
from 0 to 39. Top and bottom must be between 0
and 24. When the program is first run, a five by
five window goes in the top left corner.
The wrap values determine what happens to
characters when they reach the edge of the win-
dow. You can make them disappear or wrap
around to the beginning. POKE 49527 and 49528
as follows:
Number Effect
0 Don't wrap around, leave a trail
1
2
Wrap around
Don't wrap around, erase trail
To activate the scroll window, SYS 49152.
You can SYS over and over, changing the direc-
tion, boundaries, and wrap values as you wish.
Note that when the ML routine is activated, what-
ever is in the window scrolls, but at all other times,
the screen acts as it normally does.
Special Loading Instructions
Enter the program and SAVE it before you test
anything. To put the ML into memory, type
RUN 60
The computer will take a few moments to
complete the POKEs. As added insurance, there
is a checksum routine built in. Type RUN and the
values in memory are checked. If an error message
appears, check the DATA statements. Block 1
includes lines 5010-5050, block 2 includes lines
5060-5100, and so on. If you find a mistake, fix it
and type RUN 60 followed by RUN. Remember to
SAVE the final, debugged version.
There is one thing to watch out for. If you
decide to use a single line for your window, you
can scroll left or right, but don't try to move up or
down. For example, if you set the top boundary
to five and the bottom to five, you can scroll line
five to the left or to the right. But try to scroll up
and the computer crashes. And you cannot escape
the crash with RUN/STOP-RESTORE. You have
to turn your computer off and then on again (and
lose whatever you have in memory).
Smoother Scrolling
Regular scrolls move whole characters. It's like
128 COMPUTEI's Gazelle June 1984
picking up a letter and dropping it down one line.
The 64 can do smoother scrolls, moving char-
acters a pixel at a time. The key is memory loca-
tions 53270 (horizontal) and 53265 (vertical). To
do smooth scrolls, use these formulas:
POKE 53271), <PEEK(53270) AN D248) + X
POKE 53265, (1T:EK(53265)AND248) + Y
X and Y can be any numbers from 0 to 7. Once
you've gone to 7 or 0, you'll have to do a regular
scroll and reset the smooth scroll to the other limit.
Smooth scrolling can make an action game look
more realistic — the characters don't jump around,
they slide.
A minor annoyance in this method is that
while the screen is doing a smooth scroll, you
may see small gaps at the edges. You can get
around this by turning off bit 3 of these two regis-
ters; in the POKEs above, AND with 240 instead
of 248. In effect, you pull the border in a notch,
resulting in a 38 column by 24 row display (instead
of 40x25).
Because smooth scrolling affects the whole
screen, it is not compatible with Scroll 64 windows.
If you combined the two, you would see smooth
scrolling inside the window and jittery, vibrating
characters outside the window. To fix this would
require a high -res screen, customized word
sprites, or a raster interrupt wedge.
Sec program Iblings on page 176. ©
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Tape Data Files
For VIC And 64
Brian Prescott
Storing information on tape files can free up
memory for BASIC. The sample programs
presented here show how to set up, write to,
and read from tape files.
Beginning programmers often balk at writing and
reading files to the Datassette. But some serious
applications require the use of the same data in
more than one program, or several sets of data
with the same program. These situations call tor
data files.
Here's a trio of simple programs that create
data tiles, read them back, and display the con-
tents. Not only will they help you grasp the tech-
niques, but you can also use them to create files
for your programs, or incorporate them into your
own programs.
The first two programs create data files. Pro-
gram 3 reads the files and prints the contents to
the screen.
Program I prompts you for each item. It then
writes the items onto a tape file. This method is
convenient, but if an incorrect entry is typed in
and stored on tape, the only way to correct it is to
create a new file, which means entering all the
data again.
Program 2 solves this problem, but is perhaps
less convenient. To use it, LOAD the program
and add DATA statements at lines 540-570.
Running the program creates the files.
Creating A File
The programs are fairly straightforward, but a
few comments are in order. The first program
130 COMPUTE! "s Gazette June 1984
asks you for the number of items to be in the file,
then DIMensions a string array to hold them. The
filename is then requested. It's best to use a name
that identifies the file. Using + 1 as the filename
ends the program. After the array is filled and the
file written to tape, the program displays the con-
tents on the screen. You could modify the program
to allow display and possible editing before the
file is created.
The second program does the same job in a
slightlv different way. The data lines must be
organized properly to avoid problems. The first
data item will be read as the filename, so be sure
the filename is the first item entered. To signal
the end of a file, use -1. This is included at the
end of the DATA statements. You can create sev-
eral files at one time, as you can see from the data
included. To signal the end of data, use + 1 — this
stops the program.
To see what's on the files, RUN Program 3.
You can ask for any file, but be sure to rewind the
tape to some point before the file you want.
Opening, Filling, And
Closing Files
A tape file is like a desk drawer. First you open it,
put something in or take something out, and then
close it.
In the first two programs you will see the
statement OPEN 1,1,1, "filename". The three
numbers following OPEN serve three different
purposes. First is the file number. You can pick
any number from 1 to 127, but 1 is most commonly
used. The second is the device number. Tape
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drives are always device number 1 (usually the
screen is device 3, a printer is device 4, and a disk
drive is device 8). The final number is the secon-
dary address. A 1 here means "write to the file."
Thus, OPEN 1,1,1 tells the computer to open file
number 1 on the cassette drive for writing.
Once a file is opened, you can print to it. In
the first two programs, you will see PRINT#l,data.
PRINT# works like PRINT, except that if you use
keyword abbreviations, a question mark (?) won't
work. Use P-shift-R instead, followed by the file
number. And you have to put a comma between
the file number and the data you are writing. After
you finish writing the file, CLOSF it.
Opening a file for reading is similar, except
that the secondary address is zero. After the file is
open, you can INPUT# or GET# from it. You can
read and write any type of data — floating point
numbers, integers, or strings.
Since the size of a data file can vary, it is ad-
visable to indicate how long the file is, or where it
ends. One method is to PRINT# the number of
records as the first item in the file. This is best
when you are setting up arrays. The computer
reads the first number in the file, then DIMensions
the array. Another way to mark the length of a
file is to make up an end-of-file marker. In the
sample programs, "-I" acts as the marker.
Tape Files On A Disk Drive?
Knowing the basics of tape files is helpful if you
decide to buy a disk drive. There are a variety of
ways to store information on a disk; one of them
is very similar to tape files.
Sequential disk files store information in the
order it is received (tape files are always sequen-
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simply open the tape file for reading, open a se-
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data from tape, print it to the disk, input more,
print more, and so on until you reach the end of
the file.
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VIC 5K Emulator
Glen Reesor
Some programs written for the unexpanded
VIC-20 do not run properly when expansion
memory is installed. Often the only solution
is to switch off or unplug the expander. You
can save wear and tear on your memory car-
tridges by using the technique outlined here,
which "emulates" the memory layout of an
unexpanded VIC.
Have you ever encountered the problem of up-
grading your computer system in such a way thai
most of your programs need to be modified to
operate properly? I had such a problem when I
bought a 16K expander for my VIC-20.
When the 8K or 16K expander is in place,
screen memory moves from 7680-8185 to 4096-
4601, color memory moves from 38400-38905 to
37888-38393, and the start of BASIC moves from
4096 to 4608. Because of these changes, programs
written on a 5K VIC that have POKEs to the screen,
POKEs to color memory, or high-resolution
graphics will not operate properly with an 8K or
16K expander in place.
Some programs use the formula S = 4*(PEEK(
36866)AND128) + 64*(PEEK(36869)AND112) to
locate screen memory. Color memory can be lo-
cated with the formula C = 37888 + 4*(PEEK(
36866)AND128). Using these two formulas, some
programs written on a 5K VIC will work. How-
ever, depending on the length of the program,
high-resolution graphics usually will not work.
Simulating An Unexpanded VIC
In order to get all of my programs (approximately
70) to operate with a 16K expander in place, I came
up with two alternatives — rewrite all of my pro-
grams, or develop a sequence of commands to
make my VIC operate like a 5K VIC. Naturally, I
decided on the second alternative.
To make my VIC emulate a 5K VIC, I had to
change screen memory, color memory, the start
of BASIC, and the end of BASIC. Changing the
start of BASIC and the end of BASIC was easy;
changing screen memory and color memory was
the hard part.
I remembered an article, "Alternate Screens"
(Home ami Educational COMPUTING!, Fall 1981), that
could change screen memory to 7168-7673 and
the color memory to 37888-38393 (for the 5K VIC).
The article provided some commands to change
the screen memory back to 7680-8185 and the
color memory back to 38400-38905. This is exactly
where we want the screen and color memory to be.
Now we are ready to change the VIC with an
8K or 16K expander into a 5K VIC.
1. Turn your VIC off and then on.
2. To change screen and color memory, type
the following:
POKE36866, 150:POKE648, 30 :FORJ=217T0228 : PG
KEJ,158:NEXT:FORJ=229TO250:POKEJ,159:NE
XT
After you press RETURN, the screen will
become a mess of various characters and colors. If
you do not see this, you probably typed Step 2
incorrectly. Go back to Step 1. If you typed the
line correctly, screen memory is now from 7680-
8185, and color memory is from 38400-38905 (nor-
mal for a 5K VIC).
3. Press RUN/STOP and RESTORE simul-
taneously to clear the screen and get a cursor.
4. Now change the start of BASIC and the
end of BASIC by typing the following:
P0KE44 , 16 : P0KE56 , 30 : POKE4096 , 0 : CLR: NEW
The first POKE changes the start of BASIC to
4096 (16*256). The second POKE changes the end
COMPUTEI's Gazette Jonel9B4 133
of BASIC to 7680 (30*256). The third POKE puts a
0 at the start of BASIC. On all Commodore
machines, there must be a 0 at the start of BASIC
for a program to run. "CLR:NEW" clears any
variables and any garbage that may have been in
the program area.
Your VIC will now operate like a 5K VIC.
Almost all programs written for a 5K VIC will
now operate properly with an 8K or 16K expander.
The only exceptions are those few programs which
manipulate these pointers themselves, or which
otherwise tinker directly with memory layout.
Even many machine language programs will
work. (SI
NEW C-64
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A totally new computer experience
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All this and a FREE 11 x 16 Poster lor only $29.
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CADMEAN CORP., 309 Koch. Ann Arbor. Ml 4B103
Program Your Own EPROMS
t
VIC 20
C64
$99.50
to
c
0
0
a
PLUGS INTO USER PORT.
NOTHING ELSE NEEDED.
EASY TO USE. VERSATILE.
• Read or Program, One byte or
32K bytes!
OR Use like a disk drive. LOAD,
SAVE, GET INPUT, PRINT CMD.
OPEN, CLOSE— EPROM FILES!
Our software lets you use familiar BASIC commands to
create, modify, scratch files on readily available EPROM
chips . Adds a new dimension to your computing capability.
Works with most ML Monitors too.
• Make Auto-Start Cartridges of your programs.
• The promenade" C1 gives you 4 programming voltages,
2 EPROM supply voltages, 3 intelligent programming
algorithms, 15 bit chip addressing, 3 LED's and NO
switches. Your computer controls everything from software!
Textool socket. Anti-static aluminum housing.
EPPOMS, cartridge PC boards, etc. at extra charge.
Some EPROM types you can use with the promenade"
27M M32 48273JP 27128 5133 X: !•!».. V
2SI6 2T32 2564 2725B 5M3 S2B13-
2716 J7C32 2764 i.H,'l,.| 2815' 4W\W
27C1B 2732A 27CS4 158700 281 61
-comnufcva e1u*hw*i MMfwva "Denote* e
Call Toll Free: 800-421-7731
In California: 800-421-7748
is
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560 Parrott St., San Jose, CA 951 12
fflQMBK?
P.O. Box 3354 Cherry Hill, N.J. 08034
Toll FREE (800) 992-3300
For Information Call (609)596-1944
Call us for reliable service, experience and affordable prices!
FLOPPY DISK
Elephant SS/DO [10( '19.50
Elephant SS/SD (101 -17.50
Verbatim SS/DO (10) 'Call
WORD PROCESSING
Paper Clip '69
Easy Script *4B
Word Pro 64 "S8
EZ Spall MS
PROGRAMMING SERIES
Assembler 6*1 '39
Logo '69
Pilot *45
Simon Baric ,,.,,,.,..., '44
Screen Editor '19
CPM 2.2 '68
Nevado Cobol '49
ACCOUNTING
Home Accountant '47
Tax Advantage... ,.,,,..... '46
General Ledger...., '35
A/R. A/P. Payroll.... '35
DATA BASES
Code Writer *64
Mirage Oaiabaae Mor .'79
1541
Disk Drive $GalI
1520 Color Plotter '165
MPS 301 Printer '219
Special of the Month
1526 PRINTER
$279
1530 Datasatte '64
1650 Auto Modem '87
1110 8K Memory Exp *40
1111 16K Memory Exp '65
1011 RS232
Terminal Interface '42
1211 Super Expander '39
1212 Prog. Aid Cnr1rid(jo.., '39
1213 Mach, Lang. Monitor '39
1312 Paddles '11.95
1311 Joystick '4.95
1702 Monitor 'CALL
SURGE PROTECTOR
UL LISTED __- -s*v\
Sjwcutt of thti Month
DELPHI ORACLE
s89
6 Outlet *62,85
4 Outlet *37.85
PRINTERS
EPSON SCALL
OKIDATA...... scall
STAR
Gemini 10X "268 |
Gemini 15X '368
SUBLOGIC
Flight Simulator '39.95
CARDCO
Cardco G -
Printer Interface '79
Tymac the Connection '79
6 Slot Expander Interface... *72
3 Slot Expander Interface. '31
SPREAD SHEETS
Multiplan '74
Calc Result* '48
GAMES
Qbert , '36
Popeye '35
Electronic Arts
$ CALL $
ATARISOFT Jk
Centipede <.!>... *35 I
Defender *35
Dig Dug.... .. »35
Donkey Kong *3S
Pac rvton *35
Robotron *35
INFOCOM
Zork 1.11, III '25 ea.
Suspended , '25
Starcroit- '25
Deadline '26
COMPUTER COVERS
Reg. M55S
$6.99
CMD 84 SB. 99
VIC 10 S6.99
Qui Duva SB 99
Efnon MX BQ ... *7 99
Etpon MX BO FTS7 99
Okidin 92 57 99
Ordering & Payment Policy
Prices reflect a cash discount. For COD., Visa, and Master-
card add 3% Immediate delivery with certified check or wired
funds. NJ, resident add 6%. Prices subject to change.
Shipping
For shipping and handling
add 3%. (S3 minimum|
Larger shipments require
additional charge.
Catalog
We sell a large selection of
hardware and software.
Send 61 for catalog, refun-
dable with order.
User Group Update
Kathy Yakal, Editorial Assistant
The Southeast Metro Commodore User Group
(SEMCUG) of Portland/ Oregon, has been
disbanded.
New address for the South Omnge County
User Group is c/o Steve Wimer, 32221 Alipaz #240,
San Juan Ca pis t ratio, CA 92675.
The Commodore 64 User Group, Inc., of Glen
Ellyn, Illinois, has been disbanded. (New group
has been formed; see C-64 User Group, Inc.,
Lincolnwood, Illinois, in this listing.)
The correct address for the Commodore Pre-
ference Users Connection (C'.I'.U. Connection) is
c/o Danni Hudak, P.O. box 42032, Brook Park,
OH 44142.
The Capitol Area Commodore Club can now
be reached at P.O. Box 333, Lemnyne, PA 17043.
The VIC-20 User c Iroup oi Lincolnton, North
Carolina, has expanded lo include coverage of
the Commodore 64. The new name is VfC-20/64
User Group.
The new phone number for the Commodore
PET User Group of Gretna, Louisiana, is (504)
455-4619.
The new address tor the North Country Com-
puter Club is c/o Eleanor Cunningham, 1607 Ford
St., Ogdensburg, NY l."W>. (315)393-2708.
Correspondence for the 64 User Group (for-
merly of Midnight Circle in Piano, Texas) should
be addressed to P.O. Box 801828, Dallas, TX
75380.
The new address for the Quad Cities Com-
modore Computer Club is c/o Mike Hoeper, P.O.
Box 3994, Davenport, I A 52808. (319)242-1496.
The Central Washington Commodore User
Group can be contacted at P.O. Box 10937, Yakima,
WA 98909.
When writing to a user group for information,
please remember to include a self-addressed,
stamped envelope. Send additions, corrections,
and deletions for this list to:
COMPUTE! Publications
P.O. Box 5406
Greensboro, ,\'C 27403
attit: Commodore User Groups
Commodore Club/South
Castlegar Commodore Computer
Clearwater Commodore Club
William J. Freeman
Club
Garv Gould
1641 3rd PI. MW
SSI S37 C7
1535 Lemon St,
Birmingham, AL. 15215
Castlegar, B.C., Canada VI N 3H7
Clearwater, FL 33516
Southern California 64
(604)365-3889
(.S1314-12-0770
User Group
The London Commodore User
Commodore Connection
Robert lobnson
Club(LCUC)
Computer Club
14944 Bayou Ave,
Dennis Trankner
Craig Mi haiku
Beltftower, CA 90706
28 Barrett Cr.
P.O. Bon 6684
(213)867-4398
London, Ontario,
West Palm Beach, FL 33405
Amateurs Anil Arlesians
Computing
Canada N6E IT5
(5 1 9) 68 1 -5059
Lake Co only Commodore Club
[oh n Zk'glei
BUI Alexander
Diamond State User Group
V.O. Box 32h
P.O. Box 682
Michael Butler
Tavares, EL 32778
Cobb Mountain, CA 95426
Bo\ 892 Rd 2
(904) 343-4499
do A Ira KR6G
San !.,! Rosa Commodore t> 1
Felton, DE 19943
(302) 284-4495
Commodore User Group
(forming)
User Croup
VIC 20 Owners Club
David S, Wcatherly
G.irry Palmer
Torn Lomax
1401 Denfield Ct,
333 E. Robles Ave,
17Grcystoke Dr.
Lithonia, GA 30058
Santa Rosa, CA 95407
(707) 584-7(10')
Btlborough, Nottingham,
Nottinghamshire, England
Atlanta Commodore 64 User
Group
Ronald Lisoski
The Exchange
Phone: Nottingham 289567
Michael C Joseph MD
Chips User Group
1767 Big VallevLn.
P.O. Box<>iN9
jerrv Klimczak
Stone Mountain, GA 30083
Long Beach, CA 90810
UMR Bin 3063
(404)981-4253
(213)595-1771
Avon Park, FL 33825
COMPUTE!'* Gazette June 1984 135
Commodore User Group
Grant Bervick
310 Emerald t)r.
KeHogg, ID 83837
(21JS) /84-H751
User Group of Lower Idaho (U.G.I..I.)
Sim ii Brixv
Rt.4 Box 67
Rupert, ID 83350
Fox Valley 64 User Group
Frank Christen sen
CO Box :s
N. Aurora, 11.60542
(312)898-2779
Commodore Club Of Evanslon
(COMCOE)
Jim Salsbury
2108 Sherman Ave.
Evonston, II. won i
I'ros And Newcomers Into
Commodore (P.A.N.I.C.)
David A. D.ivis
R.R.5 Box 243
Danville, [L 61832
(217)443-5573
South Suburban VIC-20 User Club
Nick Forte
1 6409 Emerald Ave.
Harvey, IL 60426
(312)331-4851
The C-64 User Group Inc.
Darrell I laneock
David lam kin
P.O. Box 46464
Lincolnwood, It. fiUh-lfi
(312) 588-0334 (Hancock)
(312) 583-4629 (Tamkin)
Dekalb County Computer Ctub
Darla McCamnion
48%CR, 60
Saint Joe, IN 4h785
(219) 337-5528 (home)
(219) 432 -4.3(H) (work)
Computer Hobbyists In
Plymouth (CHIP'S)
Don Myers
201 Dickson St.
I'lvmiHilh, IN 4b563
(2)9)936-2423
Conimudore Owners Of Lafayette
(COOL)
Ross [ndeticato
20 I 'at rick l.n.
VV. Lai a vet U\ IN 47906
(317)74.1-3411)
Iowa Cily Commodore User Group
[ohn Naviisky
616HawkeyeDr.
Iowa City, I A 52240
Newton Commodore User Group
David Schmidt
320 W. 9th St. s.
Newton, IA 50208
Commodore User Group Ireland
VV. |. Murphv
3 Woodlands Dr.
Stillorgan, Blackrock,
County Dubtin, Ireland
lv.irul.ilh.il iv, n 1 i. j [ ..,!■, Croup
Steven Ziglcr
8H27Sigrid Rd.
Rnndotfetown, MD21133
(301)6554)402
Commodore d4 User Group
Jorge Monlalvan
11209 Tack House Court
Potomac, MD 20854
(301)983-8199
Commodore 64 User Group
(forming)
Steve Lepsetz
20050 Winchester
Smithfield, Ml 48t)7h
(313)354-7224
(313)353-1130
Slipped Disk Inc.
31044 John K
Madison Heights. Ml 48071
(313) 583-9803
Heartland Area Computer
Cooperative
Robert (Sam) Walz
Rt. 4 Box 204
Little Falls, MN 56345
(612)632-5511
Commodore Computer Club
Andrew Holder
Southern Station, Box 10076
Hattiesburg, MS 39401
(601)268-7585
Hackers Of Lake St. Louis (HLSL)
Jim Gaeschke
513 Oak Terrace
Lake St. Louis, MO 63367
(314)625-4782
BBS (314) 625-4782
Desert Byte Computer Club
Lenny Baldini
P.O. Box 3757
Tonopah, NV 89049
(702) 482-5565
Morris Area Commodore User
Group
Bob Scaring
51 Femdifl Rd.
Morris Plains, NJ 07950
Hudson Valley Commodore
Club
P.O. Box 2190
Kingston, NY 12401
The Northern New York
Commodore 1 Ionic User Group
(NORNY-CIIUG)
P.O. Box 226
Norwood, NY 13668
Andrew VanDuvne
(315) 353-4591
64 Southtowns User Group
Michael Tubbert
59 Bright St.
Cheektowaga, NY 14206
(716)893-6586
The New York City VIC-20/C-64
User Group (NYCUC)
Jqycelyn Woods.'' Allan 1 [obbs
436 E.'69th St.
New York, NY UM)21
(212) 787-2854
BBS (212) 534-3149
Zweibrucken Commodore
Computer Club
lames K. Sturgeon
Box 1044, TSA-EURCOR,
Al'O, NY 09052
(This group is in Germane)
Head Start Commodore
User Club
Anne Murphv
5701 Main St."
Williamsville, NY 14221
(716)631-0241
Stateu Island Commodore User
Group (SICOM)
Tony Isoldi
377(5 Richmond Ave.
Staten Island, NY 10312
(212)984-4256
New Zealand Commodore
User Group
), R, Walker
P.O. Box 5223,
Auckland, New Zealand
CCND
lames Allen
1607 Reno Dr.
Blsmark, ND 58501
Marion Ohio Commodore User
Group (MOCUG)
Van Monro
775 Wolfinger Rd.
Marion. OH 43302
(dl4)726-2630
Jefferson State Computer
User Group
2555 Camp Baker Rd.
Medford, OR 97501
Klamath Commodore 64
User Group
Mrs. Juanita Riteneier
P.O. Box 7654
Klamath Falls, OR 97602
Commodore User Group of
Soulh Pittsburgh
1 1 roves IV & Computers
2407 I'enna Ave.
West Mifflin, PA 15122
c/o Charles W. Groves III
The Charleston Computer
lack A. lurr Jr.
P.O. Box 5264
N. Charlestoii.SC 29406
803)747-0310
BBS (803) 747-6981
ET 64 User Group
Walt Turner
P.O. Box 495
Knoxville, TN 37901
Corpus Christi Commodores
Bob McKelvy
P.O. Box 6541
Corpus Christi, TX 784 11
(512)852-7665
liunch 'A Bytes
Joey Miller
4916 1 2 1st PL NE
Marysville, WA 98270
Ellensburg Commodore User
Group
William C. Smith
I Vparlmenl of Anthropology
Central Washington Univers'itv
Ellensburg, WA 98926
(509) 936-3489 (work)
(509) 925-2981 (home)
C-64 Diversity
lill Inhnslon
18204 67th Ave. NE
Arlington, WA 98223
(2l)d}435-4580
Spokane Commodore User Group
S.A. White
N. 4311 Whitehouse
Spokane. WA 99205
Kanawha Valley Commodore 64
User Group
Jeff McClintick
CO. Box 922
Charleston. WV 25314
Commodore Hobbyists Involved
In Personal Systems (CHII'SI
Richard M. Knh'n
1017 Kilbourn Ave.
West Bend, W| 53095
(414)338-1609 (days)
(414)334-2494
136 COMPUTEI's Gazalto Juno 1984
How to do your own maintenance, troubleshooting,
schematics, theroy of operation, cleaning hints,
conversion from one power source to another and callbra-
many
Hon. These topics and
will mate this manual a valued addi-
tion to your reference shelf. Whether
you are an amateur electronics
technician or a seasoned profes-
sional, you will be able to realize the
lull potential of your VIC-1541 by us-
ing this manual. Step-by-step In-
structions will lead you through the
proper methods to get your VIC- 1541
up and going in a hurry. The manual
is 170 pages long, has two foldouts
and over 100 illustrations, including:
Block Diagrams
Schematics
Waveforms
Isomotrlc (Pictoral) views
Test point locators
With all these illustrations and the detailed theory for each
Circuf involved, along with step-by-step procedures to
follow, the manual is a greal time and money saver.
CONTENTS OF MANUAL
Front Matter
Section 1 Introduction
Section 2 Theory of Operation
Section 3 Initial Configuration
Section 4 Performance Test
Section 5 Calibration
Section 6 Disassembly/Reassembly
Section 7 Preventive Maintenance
Section 8 Troubleshooting
Section 9 Schematics and Parts Layout
Appendices
Suggested list price: $39.95
HEAT DISSIPATING KIT
For VIC-1541 and 1541 Disk Drives
FEATURES:
Reduces internal tempralures to sale operating levels.
Does not promote dust migration.
No added noise.
Easy to install.
Increases life expectancy and reliability ol disk drive.
Increases operating time of disk drive,
Installs on both VIC-1541 and 1541 Disk Drives,
The heat Dissipating Kit cools the Internal components
of the Disk Drive by transferring Internal heal to an exter-
nal heal sink, where the heat is then dlsslpateded into the
surrounding air. The kit will lower operating tempratures
ol ihe IC's by as much as 20 degrees C (36 degrees F), and
thus allow all the IC'sfooperale wlfhln Iheir absolule max-
imum temprature ratings.
Suggested list price: $24,95
GRIDIRON STRATEGY '64
AND YOU THOUGHT FOOTBALL SEASON WAS OVER
GRIDIRON STRATEGY '64 and Ihe Commodore 64 now
give you a year-round seat on the 50-yard line. GRIDIRON
STRATEGY '64 is a highly realistic simulafion of football
instincts NOT "Joystick Reflexes". Most football games
let you control a few players an a scrolling Meld. NOT
GRIDIRON. In GRIDIRON, you coach the enlire team and
the colorful Meld and the stadium styled scoreboard are
completely visiable at all limes. Also, wllh the use of TEAM
DATA DISK '84, the teams you control are the actual pro
teams, based on their performances In the '84- '85 season.
These disk can be updated every year, so you can constant-
ly keep up with the rise and fall of each team. Finally, com-
pare these features with any other football game on the
market, lor any other computer:
Real time game and 30-second play clocks?
Colorful Graphics, and Sprite animation?
Realistic sounds of a packed sfadlum?
Optional print out copy of plays and statistics?
Indlvlduaolzed teams, based on actual perlormances?
96 possible play combinations, Inllnate results?
Does not require and charts or dice for results?
In-depth playbook and strategy sections?
GRIDIRON STRATEGY 64 offers all of these qualities.
ORDER NOW!!!
Suggested retail price:
GRIDIRON STRATEGY 64 ■ $27.95
TEAM DATA DISK '84 ■ $14.95
-ii'i. _j .
THE FLEXIKEY SYSTEM
20 keys. 19 ol which may have 3 seperate definitions! Com-
plete documentation! Works on the VIC-20 (Expanded) and
C-64 Computers! Compatible with most existing software!
Great lor use with business programs and electronic
spread sheets! Works with COMPUTES MLX program as
an aid to machine language programmers!
Suggested list price: S69.95
ORDER FROM:
GOSUB ol Sltdeil, Inc.
P. O. Box 1781
Slldell, LA 70459
(504) 641-8307
MasterCard and VISA
Shipping & Handling $2.00
C. O. D. add $2.00
Dealer and Distributor Inquires welcome
Tape Protection
For VIC And 64
Victor Chan
Here are several tricky techniques that allow
you to protect your tape programs from being
copied.
In the VIC and 64, whenever a LOAD from tape
or SAVE to tape is processed, the section of
memory known as the tape buffer will be used as
follows:
Location Use
828 (S033C) Type of tape file
829 (S033D) Low byte of Start address for LOAD/SAVE
83(1 (S033E) High byte of start address for LOAD/SAVE
831 ($033 F> Low byte of end address for LOAD/SAVE
832 (S0340) 1 Iigh byte of end address for LOAD/SAVE
833-1019 (S0341-$03FB>
Program name or filename (padded with spaces to
fill the buffer)
When a program is being LOADed or SAVEd,
the filename will be stored starting at memory
location 833, and the rest of the tape buffer will be
filled with spaces. The computer compares the
program name with the filename on the tape. A
program is found on tape when all of the characters
of the filename in the LOAD statement are
matched. Therefore, being able to find a program
does not guarantee that the filename specified in
the LOAD statement is the same as that of the
filename on the tape.
For example, LOAD "VIC" will LOAD a tape
file named VIC, or V1C20, or VICTOR, or even
VlC@+=$%@$%.
All that matters is that all of the characters
specified in the filename in the LOAD statement
are matched. When a program is found during a
1 3fl COMPUTE!'* Gazelle June 1984
LOAD, the screen displays only the first 16 char-
acters of the filename. Thus, if a user SAVEs a
program according to the name shown on the
screen during a LOAD, the file may not be SAVEd
with the same filename as the original one on the
tape, especially if part of the filename is nonprint-
able characters. This property of the load state-
ment can be used to prevent unauthorized tape
reproduction.
Let's look at three methods of protecting tape
files.
SAVEing With Hidden
Characters
In immediate mode, the VIC can execute a line of
up to 88 characters long; the 64 is limited to 80
characters. To SAVE a program with a long
filename, the whole 80 or 88 characters may be
used. If a program is SAVEd with a filename that
is longer than 16 characters, the characters starting
at the seventeenth position are not displayed.
To protect a program, first SAVE the program
with a name longer than 16 characters. Then,
somewhere in your program, check for one or
more of the characters beyond the sixteenth posi-
tion. If a match is not found, do a SYS to some
arbitrary position to crash the program.
Here is an example.
1. SAVE the program you wish to protect
with a character in the seventeenth position
of the filename:
SAVE"NAME(L2 SPACES) A"
2. Include this subroutine in the program
AARDUARK LTD
VIDEO ADVENTURES
TM
DUNGEONS OF MAGQARR - Serious
D of D for up to 8 players.
Features full 3d GRAPHICS!
You get a choice of several
characters that grow from
game to game and are
interchangeable with char-
acters from our famous
Dungeons of Death game. A
real dungeon with level after
level of monsters to conquer
and treasures to find - all in
ni-res 3d graphics.
Available On: TFS8tC IBM PC. CMD64
BAG-IT-MAN ■ The ultimate
arcade game for TRS80C or
MCD64. This one has three
screens full of BAGS OF
GOLD, CARTS & ELE-
VATORS TO RIDE IN, MINE
SHAFTS, and TWO NASTY
GUARDS. Great sound and
color and continuous
excitement.
Available On: TRS80C 32K. CMDM
TAPE $19.05 0ISKJ24J5
WE 119.95
DISK S24 85
QUEST ■ A different kind of
Graphic Adventure, it is
played on a computer
generated mape of Alesia.
You'll have to build an army
and feed them through
combat, bargaining, explo-
ration of ruins and temples,
and outright banditry! Takes
2-5 hours to play and Is
different each time.
Availabli Ok TRSBX 16K. CMD64, VIC20 13*. MC10
ISK, 1139 {EXT. BASIC!. IBHPC
TAPE 114.35 DISK 513.95
MARS • Your ship crashed on
the Red Plane and you have
to get home. You will have to
explore a Martian City,
repair your ship, and deal
with possibly hostile aliens to
get home again. This is
recommended as a first
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simple - playing time
normally runs from 30 to 50
hours, but it lets you try out
Adventuring before you
battle the really tough ones.
Full Graphics Adventure.
Available On TflSSOC CMD 64. IBM PC
TAPE 11935
DISK 12495
STARFIRE ■ If you enjoyed
StarRaiders or StarWars.
you will love Starfire. It is not
a copy, but the best shoot-
em-up, see them in the
window space game on the
CMD64 or TRS80C. The
fantastic graphics will put
you right In the control room
as you hyperspace from
quadrant to quadrant
fighting the aliens and
protecting your bases.
Available On: TRS80C m CMC6.1
TAPE SI 9.95
disk mm
PYRAMID ■ ONE OF THE TOUGHEST
ADVENTURES. Average time
through the pyramid is 50 -
70 hours. Clues are
everywhere and some
ingenious problems make
this popular around the
world. FULL GRAPHIC
ADVENTURE.
Available On: TRSBCC 16K. CMD64. MC10 16K, IBM PC
TAPE S1995 DISK (2495
NEWI GRAPHIC ADVENTURES
STflRHREI
AARDUARK offers over 120 original high quality programs.
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TO ORDER: Send amount indicated plus $2.00 shipping, per order. Include quantity desired and your preference ol tape or disk.
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CMD64 / TRS80C / IBMPC / VIC20 / TI99
and execute it with a GOSUB 60000 early in
the program:
60000 A = PEEK (833+16) ; IF CHR$ (A)="
A"THEN RETURN
60010 SYS 833
When the program is LOADed, the filename will
be displayed as NAME, so if someone attempts to
make an unauthorized copy, they will probably
use NAME alone. Then, when the program
goes to the subroutine at line 60000, it will not
find the required A in the seventeenth position.
The SYS 833 (any memory address can be
used) will send the computer off to execute a
machine language program where no such pro-
gram exists. This doesn't hurt the computer, but
the resulting lockup will probably make it necessary
to turn the computer off and back on.
SAVEing With Hidden Variables
The method described above cheeks the contents
of a certain memory location in the tape buffer.
To provide even more protection, the contents of
the location may be used to initialize some vari-
ables in the protected program. If the user tries to
SAVE without the full filename, the program does
not initialize properly and will not run.
For example, if the value of the variable Z is
set to 45 in the protected program, include in the
SAVE statement the character equivalent of 45 at
or after the seventeenth position in the filename.
To find out the character equivalent of any
number, simply use the BASIC command CHRS,
and include this character between the quotes in
your SAVE statement. For example, use
SAVE "NAME {12 SPACES]-"
or simply
SAVE "NAME {12 SPACES } "+CHRS (45 }
Instead of having a line with Z = 45 in the program,
use Z = PEEK(833 + 17). This way the program
can only run properly with the full filename.
Adding Machine Language To
The Program Name
The final approach is the most complicated. It
requires the use of machine language. You use
part of the filename portion of the tape buffer to
hold a machine language subroutine. Again, the
program cannot run properly unless the program
is SAVEd with the original name. To use this
method, put a SYS somewhere in the protected
program which calls the subroutine in the tape
buffer. If the subroutine is not there (if the program
was not SAVEd with the original filename, in-
cluding the machine language portion), the pro-
gram will probably crash when it attempts to ex-
ecute the contents of the tape buffer as machine
M0 COMPUTEI's Gazette Juno 1984
language.
It would be a tedious process to calculate the
CHR$ equivalent of every byte in the ML routine
and type the corresponding characters as part of
the filename. Also, only a portion of the available
171 bytes (locations 849-1019) could be used, since
the length of the filename (including the SAVE
command and quotes) is limited to 88 characters
on the VIC, 80 on the 64.
These limitations can be avoided if the Kernal
ROM routines built into the VIC and 64 are used.
The required routines are SETNAM, SETLFS, and
SAVE. For information on these routines, see
Chapter 3 of the VIC-20 Programmer's Reference
Guide or Chapter 5 of the Commodore 64 Program-
mer's Reference Guide.
Using The Registers From BASIC
These ROM routines all require that values be
placed into the microprocessor's A, X, and Y
registers, which can be done directly only with
ML programming. The key to using these rou-
tines without resorting to ML is knowing that
values POKEd to location 780 will be loaded into
the A register, location 781 will be loaded into the
X register, and location 782 will go into the Y
register.
As an example, the following steps illustrate
one way to use the Commodore 64 Kernal routines
to SAVE a BASIC program from memory to tape
with a machine language subroutine as part of
the filename:
1. POKE the character values for the desired
program name into locations 49152-49167 ($C00Q-
$C00F). POKE the value for the space character
(32) into any of the 16 locations which are not
used.
2. Load the ML routine into memory be-
ginning at location 49168 (SC010). The routine can
be up to 171 bytes long.
3. POKE location 780 with the number of
bytes in the ML routine, plus 16 (for the 16 bytes
in the name).
4. Use the SETNAM routine to tell the com-
puter where to find the filename:
POKE 781,0: POKE 782,192:SYS 65469
The POKE values given are for a filename starting
at location 49152 (256*192 + 0 = 49152). These val-
ues must be changed if the filename is at some
other point in memory.
5. Use the SETLFS routine to specify that a
SAVE is to tape:
POKE 780,1:POKE 781,1:POKE 782,255:SYS 65466
6. Use the SAVE routine to store the BASIC
program on tape. The data in the section of mem-
ory defined in Step 4 will be copied into the tape
buffer and used as the filename:
Let Your CBM-64 "SPEAK
COMvoice IS AS EASY AS 1 -2-3
^0^\ 1) PLUG COMvoice INTO
-A YOUR CBM-64
2) TURN YOUR COMPUTER
ON
3) TYPE SPEAK "HELLO,
HOW ARE YOU"
AS EASY TO USE AS {
A PRINT STATEMENT
SPEAK
SPEAK
v SPEAK
SPECIAL
.SPEAKER!
DEALER INQUIRIES INVITED
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HOME SECURITY AND ENERGY MANAGEMENT PRODUCTS
VIController COMsense COMclock/AUTOboot
Wireless remote control system
for the VIC-20 and CBM-64.
Use with BSR and Leviton remote
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Input device for the VIC-20 and
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$49.95
Clock/calendar cartridge for
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$69.95
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(COMPUTER CORPORATION
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POKE 780,43:POKE 781,FEEK{45):POKE 782, PEEK
{46);SYS 65496
Press play and record on the Datassette when
instructed to do so, and your program will be
SAVEd with the ML subroutine included.
Also Good For VIC
This same procedure (with the same SYS locations)
can be used on the VIC. But you must change the
memory locations where the program name and
ML routine are stored. Locations 49152 and up
cannot be used on the VIC. Some other unused
area of RAM will have to be chosen. Note that the
values POKEd to locations 781 and 782 in Step 4
above will have to be modified to reflect the new
address of the filename.
If your protected program includes a SYS to
the ML in the tape buffer, it will work properly
only if the program has been SAVEd in this man-
ner, so the chances of someone breaking this pro-
tection scheme are very slim.
Using any one or a combination of the three
different levels of difficulty described should re-
duce unauthorized tape reproduction. «jj
LOW COST SOFTWARE
Are you tired of paying high prices for your software7
Let John Henry Software save you money!
We distribute public domain software for your VIC 20"
or Commodore 64'", We've tested and documented each
program to guarantee you hours of fun and useful
learning experiences. We specialize in prompt delivery
of your software, even if you order tapes, and we
guarantee our product.
You'll also receive our free program reference book
when you place your order,
VIC 20
Group VG 62 Games for Everyone S7.95
Group VP 54 Programming, Demo, Business
and Home S7.95
Group VE 35 Educational Programs S7.95
COMMODORE 64
Group CG 26 Games for Everyone S7.95
Group CP 30 Programming, Demo. Business
and Home S7.95
Group CE 16 Educational Programs 57.95
Group CA 5 Adventure Games misk amy) S7.95
When ordering, specify group and tape or disk.
Send check or money order payable to:
John Henry Software
P.O. Box 39021
Cincinnati. Ohio 45239
Don't wait! Order your software today! Or write for your
free program reference book. You'll be glad you did!
To keep our soliware puces low, our ad will only appear in (tie June. August
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Order Line: 1-800-638-2617
Information, Order Inquiry and In Ohio 1-21 (5-758-0009
1541 Ditk Drive
1530 Datasette S 59
1526 Printer 100 cps $2S9
Alumtaei.'Momtor ...$ lb
Supei Eenanrjyr... r.% 15
LOGO S 39
PILOT. $ 39
CP,'M 2.2, , S 59
Inlro lo BASIC , S 17
Visible suin Syittm I 16
Luirijn 5 18
Pintail Spectacular. S 16
ZOHK 1,11,111 .S 25
Suspended S 35
E»v Calc % 55
Easy Finance I. II. III. IV. V S 17
The Manage' S 35
General Ledger S 35
Accounli Receivable. S 35
Accounls Payable S 35
Payroll $ 35
Inventory S 35
$219 1702
1B00 Modem S 53
1520 Printer/Plotter SI 59
COMMODORE 64 $219
E«y Scum % 35
E«y Spell % 17
SPREADSHEETS
CHe Result S 99
Calc Result Easy..,.., S 65
Mulupian S 75
Omni Celc $ 39
WORD PROCESSING
Word Pro 3> with speller S G9
Paper Clip S fi9
DATA BASE MANAGERS
Delphi's Oracle i B9
Super Base 64 S 79
PROGRAM GENERATORS
The La*t One. S 72
Cudcwriter S 56
Color Monitor $226
MPSBOl Prlntte..., S208
1650 Auto Modem S 89
HOME FINANCES
Home Accountant ........,.,.,. 5 49
FCM S 39
Tax Advantage „..,..,. $ 45
MONITORS
BMC green screen S 79
BMC amber screen, $ 89
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PRINTERS
Gemim 10X with Cerdco interlace
S319
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Okidata CALL
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CompuServe Starter Kit S 27
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Micro Pjk Paper..... $ 9
We carry j cumplet* line ol duality Commodate related piudinis .iKimtiriy those by
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VIC SWITCHES...Connectup1o8VIC/64'a
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commodore
t .r.tl.i .i-i M .f.i:.tjnFt
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s839
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M-801 Ox M«nx/PviM "319 00
MCS B01 Color Pnnur Mgg 00
ISM Color Prrcer/PBtur "1B9 00
1530 Datasette *6900
1541 Disk Onve '349 00
1603 WC Mode/n '5300
1610 VIC Term 40 '59 00
16SO Auto Modem '09 00
1703 CoW Monro- •34300 MSD
DPS Cwywhed Prrtir '45900 SO 1 Dsk Dnw
Mtgc Vac* Speech Mort* *S4 00 SO 3 Da* Dnre
Oral Orgsmnr ti,l '4300 CARDCO.
1311 Joystick each . *4 99 bghE Pen
1312 PBdOtes. '1199 3 Sot VIC Expansion rtBrliKll
1110 VICE* '45 00 6 Slot Ejcanson Interface
1111 VIC 16K . . •6900 Cassette Interface
ion RS-aaa interface meoo Parcel fVfUsr Marten
1311 Super Faoander '53 00 Parallel Interface WGraphica .
'349 00
•S99O0
■3a 00
■3 a oo
■79 00
. .'33.00
•49 00
LpMn
PRINTERS
Sum ugm 10X
Star Gpnn Drltrt 10
Srmh Corona TP2
Cltoh PrcrArmer B510P
Cltoh GonHfl
BMC EK-HO. ...
DUST COWERS
.'69 00 C-64/VE ao COW-'
CALL
CALL
'39900
•559 00 I
■399 00 I
'379 00 |
•808 oo
■369 00
'9 99
SOFTWARE
fe
commodore
CHM 64 Beterena; Gude 'IBOO
C-64 DISKS
EasyCste "6500
Easyrmra I. «. ». IV '1300
FJnvMa'... '1300
E»T,Str« •39 00
Word/Name MflChlna .. '1900
£]]SySooB '19 00
Accounts ReceiveoUe '39.00
Accounts Psy&bln . ..,'3900
tin. u«|i" VIM 00
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Lopja .... ,......, 'SB 00
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Pet Emulator . . '19 00
Screen Edtor ,'1900
Mutt Machne . . '15 00
Muse Composer MSOO
VC 30 CARTRrOGES & DISKS
GcrtiHt £U» McroDxR [C| '19 00
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JiiUW Lander (R) '14 OO
FtatMr Put POM [RJ. *14 00
Count OoVontuni |RJ 'PI [II
RrtuW Spectacular (R] 'IBOO
VIC Reference Gude *1S 00
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C-S4/VIC ao CASSETTES
Bridge 4.0 '1500
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VC 30 CASSETTES
fvwrtien Raid '1500
SMrt I-m *1600
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Word Processor *49 00
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CREATIVE SOFTWARE
C-B4 CASSETTES
httnvi Inventory ... .'1100
Household Ftiance '23.00
C-E4 CARTRIDGES
freshman '39 00
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Eteck Hon;
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UMI
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Certpede
PacMan
Donkey Kcng
DoEXjg
Defender. .
Rphotron
Storgotc .
'37 99
■37 39
'37 99
'37 99
'37 99
•37 99
•37 99
•■BDC
•14 00
•3100
•3300
•B10O
•3100
VIi 00
HES
VC 50 CARTRIDGES
VIC Forth
HES Mori
HES Wnter
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Shamus
Protector
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C-&J CARTPJOGES
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rCB Wnter
NUFEKOP
VC 30CASSLITLS
A.!-- I'.n,:.
Race Fun-Orag Rocs
Tfitj Caojp
Exterminator
C 64 CASSETTE
..'32 00
VI ill
'MOO
■B9 00
•3100
'2903
•3900
•39 00
'39 00
•1000
'IS 00
■10 00
.'1900
•■<;oi
ROMOX
Tvpe [30/64]
RAINBOW
C 64 DISKS
Wrrter't As&rSwl
QUANTUM
4QTB0 Column VOM1 ftoyrj
AOGC Coumn Video Etoord 1 16K|
•4BO0
■93 00
•95 00
■179 00
BIRIU8
vc po canrnoGES
0&x*t Ouck
■3100
Spde? Cry
■39 00
IMICROSPEC
vie 20 c&ssmts
SpeBmg StjE-
GffldfK 3. 3. 4, 5 cr B
•BOO
MflLh Dr*
'0 00
RlftfoJio Msnoopr
•IB 00
■18 00
vic ao DISKS
■69 00
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'3b 00
kTTvertrn^v Packagt.'
'69 00
Patron ...
'69 00
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'49 00
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asct Bo*
•13 00
Cedar &.Etch .
■30 00
Match Maker
'IBOO
C B4 DISKS
Mafc-U U^t M*rtfHj>sr
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■7900
'7900
F^nOtl
V900
•69 00
CatcRMrijhc
'13900
BlrKk Box
•16.00
Color SkeEcti
•saoc
'20 DO
VICTORY
C-64MC 30 CASSETTES
AdventLTO Pak 1 j3 oames]
■13 00
'13 00
'1600
"1100
Kongo Kong
'16 00
Tnrk
■1100
PROFESSIONAL SOFTWARE
WorO Ptd 94 f\*, Spt*
■65 00
a selection from the above manufacturer's plus...
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All About PRINT
For VIC And 64
Julie Harris
The simple PRINT statement becomes a
drawing tool in this screen graphics tutorial.
The PRINT statement was one of the first BASIC
statements you learned when your computer was
so new it still gleamed. You may be interested in
more complicated routines now — reading joy-
slicks, creating your own graphics characters, or
writing machine language. But the humble PRINT
statement still has something to offer.
You can use PRINT in a generalized sub-
routine that draws pictures using the keyboard
graphics characters. PRINT is useful if you want
to manipulate graphics characters as if they were
in a variable-length array. However, this won't
use the storage space required for arrays. Or, you
can PRINT an unending series of pictures, each
unique, and never run out of memory.
Let's begin with a review of some basic char-
acteristics of the PRINT statement.
Commas And Semicolons In
PRINT Statements
When a PRINT statement ends with a semi-
colon, the next character printed will appear in
the next horizontal screen location. For example,
PRINT "THREE": PRINT "DIFFERENT": PRINT
"LINES," will print
THREE
DIFFERENT
LINES,
but PRINT "ALL ";: PRINT "ON ";: PRINT
"ONE." will print
ALL ON ONE.
In the example above, each word ends with a
space. If you left out the spaces, you would see
something like this: ALLONONE. Using a semico-
lon after a PRINT tells the cursor to stay put. If
you forget to include the spaces, the words run
together.
The rules are slightly different when you
PRINT numbers. Try PRINT1;2;3 and you will
find that each number has a space on either side.
Whenever you PRINT a number, a trailing space
is automatically added and the space in front is
144 COMPUTEI's Gazette June 1984
reserved for a minus sign (in case the number is
negative. If you enter PRINT-l;-2;-3 you see only
one space between the numbers instead of two.
When you use PRINT by itself, the computer
prints and then moves to the beginning of the
next line; the result is a printed list of items. Using
a semicolon makes the cursor stay where it is,
and everything runs together.
If you want something in between the two
extremes, you can use a comma to separate the
variables. This is helpful when you want columns
(rather than just a list). A VIC screen has two
columns of eleven characters; a 64 gives you
four columns of ten characters. PRINT "A","BC",
"DEF","GHIJ","KLMNO","PQRSTUVW" will
show you how the columns look (notice that the
left edges are lined up). Using commas to make
columns can be useful in a variety of applications.
For example, FORX = 56T063: PRINTX,PEEK(X):
NEXT prints a column of memory addresses fol-
lowed by their contents.
PRINTing Characters With CHR$
The CHRS function can be used in place of any
string in the PRINT statement. For instance,
PRINT CHR${65) has the same effect as PRINT
"A". A list of CHRS codes can be found in the
appendices of the owner's manual or Programmer's
Reference Guide for your computer.
Some of the CHR$ codes are used for charac-
ters. Others are used for functions like "clear
screen" or "cyan."
Positioning PRINT
PRINT causes the printing to begin in the first
space of the next available unused line on the
screen. This beginning position can be controlled,
however, by using the equivalent of X and Y co-
ordinates. The Y coordinate specifies the line on
which to begin printing, and the X coordinate
specifies the space (column) within that line.
Vertical (Y) positioning can be controlled
using the LEFTS function. LEFT$(X$,I) returns a
string containing the leftmost I characters of string
XS. In positioning printing, we will define a string
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any line Y, we will use PRINT LEFTS (L$,Y).
Horizontal {X) positioning can be controlled
using the TAB function. PRINT TAB(X) will begin
printing in column X of the designated line. Re-
member that the first position on a line is column
0, the second is column 1, and so on.
Let's combine these two functions and print
a red heart in the fifth column of the tenth line on
the screen:
10 LS a "(HOME 3 {21 DOWN } " : PRINT "(CLR}"
:rem 104
20 PRINT LEFT? {L?, 10) TAB(5) CHR? (28) CHR
$(115) 'rem 142
Repeating Characters
If a character is to be printed several times, a
FOR-NEXT loop is more efficient and takes less
memory than repeating the character in the
statement:
10 L$ = "{HOME} {21 DOWN}": PRINT "(CLR}"
:rem 104
20 PRINT LEFT? (L?, 11} TAB{3); srem 35
30 PRINT CHR? (30) CHR? (18); trem 155
40 FOR I = 1 TO 7: PRINT CHR? ( 32 ) ; : NEXT
:rem 14
This program prints a green bar on the
eleventh line, beginning in the third column. The
CHR$ codes used are:
30 = GREEN
18 = REVERSE ON
32 = SPACE
A Simple Sun
With these four characteristics in mind, let's draw
a simple picture using the PRINT statement: a
child's representation of the sun.
We need to consider three elements in creat-
ing this picture: the individual characters needed,
the color desired, and the location of each charac-
ter. After consulting our chart of CHRS codes, we
find that the needed values arc 109, 98, 1 10, and
113. As for color, let's be conventional and use
CHR$(1 58}— yellow. Coordinates Y= 10, X = 10
should give us a beginning point roughly at the
center of the VIC screen. (You'll need to adjust
the TAB values if you want the sun to appear
centered on a 64 screen.}
So our sun-drawing program will read:
10 L$ = "[HOME} {21 DOWN}": PRINT
20
30
40
50
60
70
"{CLR}"
: rem
PRINT LEFT? (L?, 10) TAB(10); : rem
PRINT CHR?(158) CHR? ( 109 ) CHR?(98)
: rem
trem
srem
t rem
CHR$(98) CHR?{109)
:rem
5(110)
PRINT TAB(ll);
PRINT CHR?{113)
PRINT TAB (10) ;
PRINT CHR? (110)
In typing this and other programs, eliminate
146 COMPUTEI's Gazette Junol984
104
100
80
110
CHR
120
115
130
182
140
217
183
150
135
160
170
iate
900
spaces between words. They add to readability,
but use up memory.
Let's draw another picture, this time using a
repeated character:
10 L$ = "{HOME} {21 DOWN}": PRINT "{CLR}"
i rem 104
20 PRNT LEFT? (L?, 10) TAB(7): trem 221
30 PRINT CHR? (156) CHR$(18) CHR?(169);s F
OR I = 1 TO 3: PRINT CHR$(32);: NEXT
srem 166
40 PRINT CHR$(146) CHR? (169) srem 208
50 PRINT TAB(6); irera 139
60 PRINT CHR? (156) CHR? (18) CHR$(169);: F
OR I = 1 TO 3s PRINT CHR? (32);: NEXT
srem 169
70 PRINT CHR$(146) CHR$(169) srem 211
Voila1. A purple parallelogram!
The Basic Picture Elements
We now have all the basic elements necessary to
print any picture:
• X, Y positioning of first line
• PRINTing one character
• PRINTing repeated characters
• X positioning of successive lines
Instead of using the TAB function to position
all the lines, let's use a string that we'll define as
T$ = "{DOWN} {21 LEFT}" for the VIC, orf$ =
{ DOWN} {39 LEFT} for the 64. By using the LEFT$
function with this string, we can position each
new line in relationship to the preceding line.
Let's look at our sun-drawing routine again and
see how we would program it using TS. In this
picture, when the first line is finished printing,
the cursor will be in the blank space following the
/ {slash} character. We want to go down one space
and move two spaces to the left to print the second
line.
Likewise, after the second line prints, we'll
move down one and left two to begin the third
line. PRINT LEFT$(T$,3) will give us the correct
positioning for both lines.
Writing The Subroutine
At last we are ready to formulate our general
PRINT subroutine. This subroutine, used with
DATA statements, will print the two pictures we
have already created. By adding additional DATA
statements, it can also be used to draw any other t
picture we might design.
REM***GENERAL PRINT SUB : rem 104
READQ:PRINTLEFT$(L$,Q); srem 142
RBADQ:PRINTTAB(Q) ; : rem 123
READQs IFQ=0THEN170 srem 79
IFQ<0THENHQ=ABS(Q) : READQ:FORI=lTOHQ: P
RINTCHR?(Q) ; :NEXTsGOTO130 srem 62
IPQ>191THENPRINTLEFT?(T?,Q/100) ; sGOTO
130 srem 162
PRINTCHR?(Q) r sGOTO130 srem 9
RETURN :rem 120
REM***DATA FOR SUN srem 242
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Dallas, Texas 75379
(214) 991-0237
Send Check M 0 . VISA/MC lo:
WIN Systems (U.S.A.) P.O. Box 31
Boone, Iowa 50036
VIC 20 and CommkfQrl 64 trn Irademjrkj of
Ccmmooore Electronics Ltd.
VIC-20 Protect your Investment C-64
■ Superior to cloth or vinyl.
* No more dirt, ashes, spilled
liquid and dropped items crashing
onto the keyboard.
To order: check, money order, MC/Visa,
Card No.„
Bank
Exp. date
Add S3.00 shipping & handling
for each cover.
Kansas residents, add 3°/o sales tax.
Diversified Manufacturing
3517 S. Krigm /Wichita, KS 67217
(316) 943-5516
910 DATA5, 10,158,109,98,110,300,113,300, 1
10,98,109,0 srem 29
920 REM***DATA FOR PARALLELOGRAM : rem 193
930 DATA10, 10, 156, 18, 169,-3,32, 146,169,70
0,156,18,169,-3,32,146,169,0 : rem 117
Lines 1 10 and 120 determine the screen coor-
dinates. Line 130 checks to see if the picture is
complete. We will use 0 to indicate the end of a
picture since there is no valid CHRS(O). Line 140
handles repeated characters. Our data for a re-
peated character will be the negative of the number
of characters we want to print (we use the negative
value to avoid using a valid CI IR$eode), followed
by the character to be repealed. Line 150 controls
tabulation of new lines.
Values desired are multiplied by 100 to take
them beyond the range of valid CHR$ codes when
creating the DATA. Line 160 prints one character.
The whole procedure will continue until all DATA
is read and printed and a 0 is encountered.
Add the following lines to complete the
program:
10 L$="{HOME] {21 DOWN} ":TS=" {DOWN}
{21 LEFT}" :rem 239
20 PRINT" {CLR} " sFORI=lTO2:GOSUB100sNEXT:C
LRsEND : rem 99
Try running the entire program now, and see
our two pictures print.
Adjustments For The 64
When this program is RUN on the 64, the shapes
will be d ra w n of f center o n the screen. If you
find this displeasing, change the definitions for
L$ and T$ in line 10 to those mentioned earlier
for the 64, then adjust the tabulation values in
the DATA statements as appropriate for the 40-
column screen.
What are the advantages of using this
generalized subroutine rather than n straight
PRINT?
The first and most immediate is a savings in
memory. After you run this program, enter
PRINTFRL(O). You will notice that the memory
used is about 422 bytes. Beyond this initial re-
quirement, the memory needed by additional
DATA statements will be whatever is required to
store the statements themselves. As the number
of pictures printed increases, so does the savings
in memory.
DATA Used As An Array
Tli is subroutine could also use the DATA state-
ments as if they were an array. An identifier could
begin each set of DATA and could be used in the
program to find the desired picture.
Here is a very simple program illustrating
this use:
10 L$="{HOME}{21 DOWN} ":TS=" {DOWN}
[21 LEFT}" :rem 239
20 PRINT" {CLR } [BLK} {2 SPACES } CHOOSE A SHA
PE:","{2 DOWN} {PUR} TRIANGLE SQUARE","
(2 DOWN) RECTANGLE" s rem 127
30 PRINT" (2 DOWN? PARALLELOGRAM" : rem 25
40 INPUTA$: RESTORE : rem 183
50 READB?!lFB$="EMD"THENPRINT"(2 DOWN! NO
T A VALID CHOICE" :FORI=1TO5000:NEXT:GO
TO20 :rem 107
60 IFB$oA$THEN50 : rem 206
70 PRINT" (CLR} {3 DOWN ) "A? iGOSUB100: FORI=l
TO4000: NEXT; GOTO 20 : rem 59
100 REM***GENERAL PRINT SUB srem 104
110 READQ:PRINTLEFT$(LS,Q)r srem 142
120 READQsPRINTTAB(Q)? : rem 123
130 READQsIFQ=0THEN170 : rem 79
140 IFQ<0THENHQ=ABS{Q) : READQ jFORI=1TOHQsP
RINTCHR? (Q) ; sNEXT:GOTO130 : rem 62
150 IFQ>191THENPRINTLEFT$(T$,Q/l00) : sGOTO
130 :rem 162
160 PRINTCHR$(Q),- :GOTO130 : rem 9
170 RETURN srem 120
900 DATATRIANGLE,10,10,18,169,127,400,169
,-2,32,127,146,0 srem 219
910 DATARECTANGLE, 10, 10, 30, 18, -5,32,600,-
5,32,146,0 :rem 170
920 DATASQUARE, 10,10,28,18,-3, 32,400,-3,3
2,400,-3,32,400,-3,32,146,0 : rem 162
930 DATAPARALLELOGRAM, 10, 10, 159, 18, 169, -3
,32,146,169,700,18,169,-3,32,146,169,
0 srem 159
940 DATAEND : rem 142
In this example, the DATA is searched and
selected as if from an array, but no extra storage
space is used. As before, 64 owners may wish to
adjust LS, T$, and the tabulation values to reflect
their larger screens. You may also want to make
the following change to properly align the menu.
20 PRINT" {CLR} [BLK} {2 SPACES JCHOOSE A SHA
PEs ": PRINT" {2 DOWN} [ PUR} TRIANGLE" : PRI
NT" {2 DOWN} (RIGHT} SQUARE"
30 PRINT" (2 DOWN} {RIGHT} RECTANGLE": PRINT"
(2 DOWN} (RIGHTjPARALLELOGRAM"
Load From Tape Or Disk
The third usage we will consider takes a slightly
different approach lo our subroutine. Instead of
storing DATA as statements in the program, we
will create a data file. Our subroutine will then
use INPUT# statements instead of READ state-
ments to retrieve the data and accomplish the
desired printing.
The wonderful tiling about this usage is that
the length of the data file is not restricted to the
amount of memory in your computer. It can be as
large as your tape or disk allows. With this tvpe
of processing, you could print picture after picture
without ever using any memory beyond the initial
amount required to store the program.
An Adaptation For Tape
Here is an adaptation of our previous example
program that illustrates the use of a data file as
input from tape. Type, SAVE, and RUN the pro-
grams in the following order:
148 COMPUTED Goielte Junu 1984
1. Type in Program 1 {the main program) and
SAVE it on tape.
2. Type in Program 2 {creates the data file)
and RUN it, leaving your tape positioned at
the end of Program 1. The data file will then
immediately follow the main program and
can be used as input. Then SAVE Program 2
on tape alter the data tile, in case vuu want to
create another data file.
3. Rewind tape, LOAD Program 1, and
RUN it.
You will notice when you RUN this program
that the amount of available memory does not
appreciably decrease with each new picture. Only
four pictures are included in this particular pro-
gram, but 400 could have been stored in a data
file and used as input without requiring any more
memory in die main program.
Program 1:
PRINT Pictures From Data Files
10 REM*** INPUT DATA FROM TAPE FILE AND DR
AW SHAPES :rem 176
20 L$="{H0MEj(21 DOWN}":TS=" {DOWN}
{21 LEFT)" :rem 240
30 OPEN1, 1,0, "TAPE FILE" : rem 57
40 INPUT#1,A?:IFA$="END"THENPRINT"{CLR}
{3 DOWN} THAT'S ALL 1 ": CLOSE 1 :CLR: END
: rem 215
50 PRINT"{CLR} [3 DOWN) {BLK} "A$ : rem 241
60 GOSUB100 :rem 119
70 PRINTLEFT$(L$, 18) "AVAILABLE MEMORY: "FR
E(0) irem 207
80 FORI=lTO5000:NEXTjGOTO40 : rem 190
100 REM***GENERAL PRINT SUB USING TAPE IN
PUT : rem 168
110 INPUT#1,Q!PRINTLEFT5(L$,Q) : rem 71
120 INPUT#1,Q:PRINTTAB(Q) : rem 52
130 INPUT#1,Q:IFQ=0THEN170 ; rem 67
140 IFQ<0THENHQ=ABS(Q) : INPUT#1 ,Q: F0RI=1T0
HQ:PRINTCHR${Q) ; :NEXT:GOTO130 t rem 50
150 IFQ>191THENPRINTLEFT$(T$, Q/100); : GOTO
130 : rem 162
160 PRINTCHR$(Q) ; :GOTO130 : rem 9
170 RETURN :rem 120
Program 2 : Data File Creator
10 REM***CREATE A TAPE FILE OF DATA
:rem 177
20 OPEN1, 1,1, "TAPE FILE" : rem 57
30 R$=CHR?{13) :rem 204
40 READA$sPRINT#l,A$;R? i rem 66
50 IFASo"END"THEN40 t rem 129
60 CLOSElrEND : rem 30
900 DATATRIANGLE, 10, 10, 18, 169,127,400,169
,-2,32,127,146,0 :rem219
910 DATARECTANGLE,10,10,30,18,-5, 32,600,-
5,32,146,0 :rem 170
920 DATASQUARE,10,10,28,18,-3,32,400,-3, 3
2,400,-3,32,400,-3,32,146,0 :rem 162
930 DATA PARALLELOGRAM, 10, 10, 159, 18, 169, -3
,32,146,169,700,18,169,-3,32,146,169,
0 srem 159
940 DATAEND : rem 142 Of
VIC & 64
BE A COPY C.A.D. (CASSETTE AIDED DUPLICATOR) NOW
YOU CAN MAKE BACKUP COPIES OF ALL THE COSTLY,
NON-SAVEABLE CASSETTE PROGRAMS YOU BOUGHT.
OUR BACKUP V1 .0 UTILITY PROGRAM WILL LET YOU
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BACKUP V1.0 WILL WORK WITH A STANDARD 5K
UNEXPANDED VIC. MEMORY EXPANSION IS REQUIRED
TO COPY PROGRAMS LONGER THAN 3K BYTES.
SOFTWARE PLUS
6201 SUITE C
GREENBACK LANE 916-726-8793
CITRUS HEIGHTS. CA 95610
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TO ORDER: Fof MaslerCard. Visa. COD orders callSt4-Z34-Z236. Hours are 10-7
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DATAF1LE MANAGER
DATABASE MANAGEMENT FOR THE COMMODORE -64
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SU&SCHIPTION RATES Next b issues SB 00. Next 12 issues. $10 00 Circle your etioo1
City. Slale . t\p_
COMPUTE!'* Gazette June 1 78-1 149
NEWSSc
PRODUCTS
Cheatsheet Products' plastic overlay for Easy Script for the. 64.
VIC And 64
Keyboard
Overlays
Cheatsheet Products has pro-
duced a series of plastic keyboard
overlays for the VIC- 20 and
Commodore 64 which are quick
reference aids for a variety of
Commodore and third-party
software.
The plastic templates, called
Leroy's Cheatsheets, include pro-
gram starting instructions,
marked function keys, and refer-
ence tables, charts, or drawings.
Overlays are available for
the following VIC-20 programs:
Programmer's Aid, Vianon, Super
Expander, VIC Typewriter, and
ViCTerm / (all by Commodore),
and Quick Brown Fox (Quick
Brown Fox), UM1 Wordcraft 20
(United Microware Industries,
Inc.), HES Writer and HES VIC
Forth (both by Human En-
gineered Software), as well as
Graphic Printer (Commodore
1515 and 1525) and a genera!
BASIC overlay.
Overlays for the Commo-
dore 64 programs include: Term
64 and Easy Script (both by Com-
modore), HES Writer and HES-
mon (both by Human Engineered
Software), Quick Brown Fox
(Quick Brown Fox), WordPro 3/
Plus (Professional Software),
Graphic Printer (Commodore
ISO COMPUTEI'sGaieHc June 1984
1515 and 1525), Paper Clip (Bat-
teries Included), and BASIC.
Each overlay sells for S3. 95,
plus SI shipping and handling.
Cheatsheet Products
P.O. Box 8299
Pittsburgh, PA 15218
(412)456-7420
VIC And 64
Cassette Backup
Creative Electronics has pro-
duced a cassette backup for the
VIC-20 and Commodore 64
which works with any Commo-
dore machine with a data cassette
recorder. Written in machine
language, the product allows
you to protect your programs on
tape by creating a reserve copy.
The cassette backup is avail-
able for S14.95.
Creative Electronics
P.O. Box 4253
Thousand Oaks, CA 91360
(805)492-1506
Bible Study For
Commodore
Seek-BWle is a group participation
program for two to ten people
which allows you to competi-
tively search for particular sec-
tions of the Bible. It is available
on tape for the VIC-20, PET, and
Commodore 64 machines.
Using a system of chal-
lenges, search periods, solu-
tions, and an internal timer.
Seek- Bible controls the action of
the search. A variety of menus
are presented to the searchers
from which to choose appropri-
ate actions or supporting dis-
plays on the screen or printer.
Seek- Bible sells for $24.95 on
tape. Two additional search
tapes, Seek-Bible 2 and Seek-Bible
3 are available on tape for $12.95
each.
SE! Enterprises, Inc.
1 7 Serpi Rood
Highland Mills, NY 10930
(516) 757-9783
Graphics
Package For 64
Doodle!, a graphics program for
the Commodore 64 designed to
effectively use its color and high
resolution capabilities, has been
introduced by City Software.
The program works with
either a track ball or joystick,
and uses color-coded menus and
visual cues as aids. Among its
features are a "stamp" option
which lets you create up to nine
repeatable graphic symbols. On-
screen designs may be printed on
the Commodore 1525 printer and
most other popular printers, in-
cluding C. Itoh 8510 or NEC8023,
most Epson or Star/Gemini, and
most Okidata printers.
Doodlel's copy function will
duplicate, squeeze, reduce, en-
large, stretch, rotate, or reposi-
tion a drawing or part of a
drawing on the screen. The save
feature will store drawings on a
disk for later recall or alterations.
You may draw and erase with
track ball or joystick in nine pen
sizes at nine speeds. With the
program, you can draw in 16
colors; choose drawing, fill, and
background colors; change any
color; or color over anything on
the screen.
The suggested price for
Doodle! is $39.95.
City Software Distributors, Inc.
735 West Wisconsin Avenue
Milwaukee, Wl 53233
(414)291-5125
VIC-20
Interface Board
A parallel interface board has
been produced by Showtronics
for the VIC-20 computer.
The circuit board has two
parallel eight-bit ports. One port
has buffering and the other can
be used for input or output. A
6522 VIA and 2716/32 Eprom are
also on the board. Several in-
cluded routines allow you to use
the SYS command for input or
output to 2-20 pin connectors.
The interface may be used for
printer control, cordless tele-
phone input, alarm input-output,
COMPUTE!'* Gazette Juno 1984 151
NEWS&PRODUCTS
FLtIM -nrLftNlAGA
tti Chicago :u
MIIN. fUUIHNUt-/"!' MILKS
lOfUL line 1 JiJfi iiiiSihin
(ivLfAfiE SPEED-- 93 "HH
VEHICLE HFG 20 MPIS
KirrtL "GALLONS — J5 SAL.
KOUtE SUWMRY
[ 73 (H3HUTQ-
LHOllANOOGA IN
i ?« monliio-
NASKVJLLE IN
1 fcS (434BI I TO-
GORY IN
I «■> C2SHI>T0-
CHICAGO 1L
cgluhgia soriunr<n
2l IO !|I3 ?t 10
ZlJO !Z«1 4iflrj
BlZO <677 IJjfJ!
01 2B "702 Ul
/V sample screen from Columbia Soft-
ware's Roadsearch.
and other applications.
The board sells for $139.00.
Showtronics
6780 Friars Road #105
San Diego, C A 92108
(619)692-1212
Computerized
Road Maps
Roadsearch and Roadsearch-Plus
have been released by Columbia
Software for the Commodore 64.
These computerized road
maps simplify the calculation of
driving routes, determining the
shortest practical routes between
cities in its data base.
Roadsearch contains a data
base of 406 cities and road inter-
sections and about 70,000 miles
of interstate and major highways
throughout the U.S. and
Canada. Roadsearch-Plus offers
these features as well as a road
map development system that
lets you customize maps. With
Roadsearch-Plus, you can add
up to 50 towns and 100 road
segments anywhere in North
America.
Roadsearch is available on
disk for $34.95. Roudseareh-Plus
sells for S74.95 on disk.
Columbia Software
P.O.B6X2235C
5461 March Hawk
Columbia, MD 21045
(301)997-3100
64 Color
Graphics
Flying Colors, a color graphics
package designed for use with a
standard joystick, has been re-
leased for the Commodore 64 by
The Computer Colorworks.
With screen windows, you
can pick such functions as thick
and thin lines, circles and boxes
of any size, erasures, and the
ability to fill enclosed areas with
a number of colors.
Text can be added to the
screen, and a grid feature helps
you align your pictures. You
may save and retrieve the pic-
tures that are created. Flying
Colors also includes a program
which allows you to produce a
slide show with the graphic
creations.
Flying Colors is available for
$39.95 on disk.
The Computer Colonearks
3030 Bridgeway
Sansaiito, CA 94965
(415)331-3022
64 BASIC Aid
Don's Program House has de-
veloped a BASIC programming
aid for the Commodore 64 called
BASIC-Plus, which uses two-
touch commands in order to
152 COMPUTEI'sGaiotlc June 19B4
simplify entry and expand the
number of BASIC commands.
Additional commands such
as FIND, REF, CRUNCH, UN-
CRUNCH, DELETE, APPEND,
ANALYZE, AUTO, and OLD
are included. The two-touch
commands (FSET, FLIST,
FSAVE, and FLO AD) allow the
programmer to define and con-
trol up to 64 functions by touch-
ing two function keys.
Written in machine lan-
guage, BASIC-Plus is available
on disk for $21.95.
Don's Program House
481 7 Clipping Court
Louisville, KY 40222
(502) 228-0341
VIC, 64 Modem
Adapter
The Universal Modem Adapter
by Applied Systems and Pro-
ducts allows a VIC-20 or a Com-
modore 64 to be used with any
type of phone for telecommuni-
cations through a VIC modem.
The adapter will support
modular as well as non-modular
phones, including one-piece
electronic phones with built-in
dialing. It does not require any
modification to your phone or
the modem. Nor do you need
additional equipment, such as
an RS-232 interface or acoustic
coupler.
The modem adapter sells for
$14.95, plus $2 for shipping.
Applied Systems and Products
1021 -ii West Bishop
Santa Ana, CA 92703
(714)541-0233
Games For
The 64
Bytes and Bits has released
several new games for the Com-
modore 64.
Dungeons and Demons is a
fantasy adventure game in which
the player attempts to success-
fully move a character through
12 levels of a dungeon in search
of a golden chalice. With a total
of 1200 rooms to explore and
more than 40 types of monsters
to encounter, the player may
choose to be a dwarf, warrior,
halfling, thief, elf, or wizard.
The game sells for $21.95 on disk
and features three-dimensional
graphics, multi-color sprite
graphics, and sound.
Goombahtz is a computer
version of a dice game for up to
six players. The game uses six
three-dimensional dice and
flashes more than 100 messages
of encouragement, sympathy,
and rule applications as the game
progresses. The computer will
play against itself, against
another player, or allow you to
play the game while making
sure all rules are followed. Gootn-
bahtz is available for $16.95 on
disk or tape.
Crazy Conveyors is an action
game that challenges you to race
against time as you climb lad-
ders, slide down fire poles, and
cross unpredictable moving con-
veyors. The player gathers ammo
while fending off enemies. A
built-in screen creator allows
you to expand the game up to
128 screens. Additional disks
may be used for unlimited
screens. The game uses custom
characters, multi-color sprites,
three-part harmony music, and
works by joystick or keyboard.
Crazy Conveyors sells for
$29.95 on disk.
Bytes and Bits
524 East Canterbury Lane
Phoenix, AZ 85022
(602) 942-1475
computers gazette welcomes an-
nouncements of new products for
ViC-20 and Commodore 64 computers,
especial!}/ products aimed at beginning
to intermediate users. Please send press
releases and photos well in advance to:
Tony Roberts, Assistant Managing
Editor, COMPUTEt's GAZETTE, P.O.
Box 5406, Greensboro, NC 27403.
New product releases are selected front
submissions for reasons of timeliness,
available space, ami genera! interest to
our readers. We regret that we are unable
to select all new product submissions for
publication. Readers should be aware
that ute present here some edited version
of material submitted by vendors and
are unable to vouch for its accuracy at
time of publication. <Qj
COMPUTE!'! Gazelle June 1984 153
A Beginner's Guide
To Typing In Programs
What Is A Program?
A computer cannot perform'any task by itself.
Like a car without gas, a computer has potential,
bul without a program, it isn't going anywhere.
Most of the programs published in COMPUTEI's
GAZETTE for Commodore are written in a computer
language called BASIC. BASIC is easy to learn
and is built into all VIC-20s and Commodore 64s.
BASIC Programs
Each month, COMPUTEI's gazette for Commodore
publishes programs for both the VIC and 64. To
start out, type in only programs written for your
machine, e.g., "VIC Version" if you have a VIC-20.
Later, when you gain experience with your com-
puter''; IS ASIC, you can try typing in and converting
certain programs from another computer to yours.
Computers can be picky. Unlike the English
language, which is full of ambiguities, BASIC usu-
ally has only one "right way" of stating something.
Every letter, character, or number is significant. A
common mistake is substituting a letter such as
O for the numeral 0, a lowercase 1 for the numeral
1, or an uppercase B for the numeral 8, Also, you
must enter all punctuation such as colons and
commas just as they appear in the magazine.
Spacing can be important. To be safe, type in the
listings exactly as they appear.
Braces And Special Characters
The exception to this typing rule is when you see
the braces, such as "{DOWN}". Anything within
a set of braces is a special character or characters
that cannot easily be listed on a printer. When
you come across such a special statement, refer
to "How To Type In COMPUTEI's GAZETTE
Programs."
About DATA Statements
Some programs contain a section or sections of
DATA statements. These lines provide information
needed by the program. Some DATA statements
contain actual programs (called machine language);
others contain graphics codes. These lines are espe-
cially sensitive to errors.
If a single number in any one DATA statement
is mistyped, your machine could "lock up," or
"crash." The keyboard and STOP key may seem
"dead," and the screen may go blank. Don't panic
- no damage is done. To regain control, you have
154 COMPUWs Gazette Juno 1984
to turn off your computer, then turn it back on.
This will erase whatever program was in memory,
$0 always SAVE a copy of your program before you RUN
it. If your computer crashes, you cafi LOAD the
program and look for your mistake.
Sometimes a mistyped DATA statement will
cause an error message when the program is RUN.
The error message may refer to the program line
that READs the data. The error is still in the DATA
statements, though.
Get To Know Your Machine
You should familiarize yourself with your com-
puter before attempting to type in a program.
Learn the statements you use to store and retrieve
programs from tape or disk. You'll want to save a
copy of your program, so that you won't have to
type it in every time you want to use it. Learn to
use your machine's editing functions. How do
you change a line if you made a mistake? You can
always retype the line, but you at least need to
know how to backspace. Do you know how to
enter inverse video, lowercase, and control char-
acters? It's all explained in your computer's
manuals.
A Quick Review
1 . Type in the program a line at a time, in order.
Press RETURN at the end of each line. Use back-
space or the back arrow to correct mistakes.
2. Check the line you've typed against the line in
the magazine. You can check the entire program
again if you get an error when you RUN the.
program.
3. Make sure you've entered statements in braces
as the appropriate control key (see "How To Type
COMPUTEI's GAZETTE Programs" elsewhere in
the magazine).
We regret tlmt we are not able to respond to individual
inquiries about programs, products, or services appear-
ing in COMPUTE!';. GAZETTE for Commodore due to
increasing publication activity. On those infrequent
occasions when a published program contains a typo,
the correction will appear hi the magazine, usually
within eight weeks. If you have specific questions about
items or programs which you've seen in COMPUTEI's
GAZETTE for Commodore, please send them to Gazette
Feedback, P.O. Box 5406, Greensboro, NC 27403.
How To Type In
COMPUTE! 's GAZETTE Programs
Many of the programs which are listed in COM-
PUTE!^ GAZETTE contain special control characters
(cursor control, color keys, inverse video, etc.).
To make it easy to know exactly what to type when
entering one of these programs into your com-
puter, we have established the following listing
conventions.
Generally, any VIC-20 or Commodore 64
program listings will contain words within braces
which spell out any special characters: (DOWN}
would mean to press the cursor down key. {5
SPACES] would mean to press the space bar live
times.
To indicate that a key should be shifted (hold
down the SHIFT key while pressing the other
key), the key would be underlined in our listings.
For example, S would mean to type the S key
while holding the shift key. This would appear
on your screen as a "heart" symbol. If you find
an underlined key enclosed in braces (e.g., {10
N ]), you should type the key as many times as
indicated {in our example, you would enter ten
shitted N's).
If a key is enclosed in special brackets, £:;],
you should hold down the Commodore key while
pressing the key inside the special brackets. {The
Commodore key is the key in the lower left corner
of the keyboard.) Again, if the key is preceded by
a number, you should press the key as many times
as necessarv.
Rarely, you'll see a solitary letter of the al-
phabet enclosed in braces. These characters can
be entered on the Commodore 64 by holding down
the CTRL key while typing the letter in the braces.
For example, {A} would indicate that you should
press CTRL-A. You should never have to enter
such a character on the VIC-20, but if you do, you
would have to leave the quote mode (press RE-
TURN and cursor back up to the position where
the control character should go), press CTRL-9
{RVS ON), the letter in braces, and then CTRL-0
(RVSOFF).
About the quote mode: You know that you can
move the cursor around the screen with the CRSR
keys. Sometimes a programmer will want to move
the cursor under program control. That's why
you see all the {LEFTJ's, [HOME}'s, and
{ BLUj's in our programs. The only way the com-
puter can tell the difference between direct and
programmed cursor control is the quote mode.
Once you press the quote {the double quote/
SHIFT-2), you are in the quote mode. If you type
something and then try to change it by moving
the cursor left, you'll only get a bunch of reverse-
video lines. These are the symbols for cursor left.
The only editing key that isn't programmable is
the DEL key; you can still use DEL to back up and
edit the line. Once you type another quote, you
are out of quote mode.
You also go into quote mode when you 1N-
SerT spaces into a line. In any case, the easiest
way to get out of quote mode is to just press RE-
TURN. You'll then be out of quote mode and vou
can cursor up to the mistyped line and fix it.
Use the following table when eril -ring cursor
and color control keys:
When You Read
iCLR)
t HOME }
{UP]
[ DOWN }
{LEFT}
{RIGHT}
Ervs}
[OFF)
[blk]
{wht}
{red)
Press:
See: When You Read: Press:
CLRHOME
01 R liDM!
SHUT
f CRSR ^
♦ CRSK^
»CR5R ■*■ I ' I
♦ CR5R-*J
CTBl
CTRL J) ,
CTRL | :
CTRL
3
s
■
E£
{cyn}
{pur)
[grn}
[blu)
{YELj
Ell
E2|
|4l
£51
£63
CTRL
1 ■ 1
CTRL
1 ■ 1
CTRL
1 ' 1
CTRL
1 ' 1
CTRL
1 • i
o
J
0
4
O
5
o
(
See:
Whei
k.
E71
li
est
□
ipi)
G
lF2]
53
{P3)
L- -3
JF4}
PS
[F5J
8
1F6)
H
{F7J
E
EF8!
Piess:
BtZI
o[T]
See:
■ ■
B ■
11
SHIFT
ft
JJ
SHIFT
11
0
SHIFT
■
"
SHIFT
'
COMPUW.'s Gazelle Juno 1984 155
The Automatic Proofreader
" I ho Automatic Proofreader" will help you type in program
listings from COMPUTE!'* Gazette without typing mistakes. It
is a short error-cheeking program that hides itself in memory.
When activated, it lets you know immediately after typing a
line from a program listing if you have made a mistake.
Please read these instructions carefully before typing any
programs in COMPUTEJ'b Gazette.
Preparing The Proofreader
1. Using the listing below, type in the Proofreader. The
same program works on both the VIC -20 and Commodore
64. Be very careful when entering the DATA statements —
don't type an 1 instead of a 1, an O instead of a 0, extra
commas, etc.
2. SAVE the Proofreader on tape or disk at least twice
before running it for the first time. This is very important because
the Proofreader erases this part of itself when you first type
RUN.
3. After the Proofreader isSAVEd, type RUN. It will
check itself for typing errors in the DATA statements and
warn you if there's a mistake. Correct any errors and SAVE
the corrected version. Keep a copy in a safe place — you'll
need it again and again, every time vim enter a program
from COM I'l n !'s Gazelle.
4. When a correct version of the Proofreader is RUN, it
activates i I self. You are now ready to en lei a program listing.
It you press RUN STO I '-PI-STORE, the Proofreader is dis-
abled. To reactivate it, just type the command SYS 886 and
press RETURN.
Using The Proofreader
All VIC and 64 listings in COMI'UTHi's .Gazelle now have a
i linksum unmhei appended to the end ol each line, for example
":rem 123". Don't enter this statement when typing in n program.
It is jusl for your information. The rem makes the number
harmless if someone does type it in. It will, however, use up
memory if you enter it, and it will confuse the Proofreader,
even if you entered the rest of the line correctly.
When you type in a line from a program listing and
press RETURN, the Proofreader displays a number at the
top of your screen. This checksum number must mutch the
checksum number in the printed listing. If it doesn't, it means
you typed the line differently than the way it is listed. Im-
mediately recheck your typing. Remember, don't type the
rem statement with the checksum number; it is published
only so you can check it against the number which appears
on your screen.
The Proofreader is not picky with spaces. It will not
notice extra spaces or missing ones. This is tor your conven-
ience, since spacing is generally not important. But occasion-
ally proper spacing is important, so be extra careful with
spaces, since the Proofreader will catch practically everything
else that can go wrong.
There's another thing to watch out for: if you enter the
line by using abbreviations for commands, the checksum
will not match up. But there is a way to make l he Proofreader
check it. Atter entering the line, LIST it. This eliminates the
abbreviations. Then move the cursor up to the line and press
RETURN. 11 should now match the checksum. You can check
whole groups of lines this way.
Special Tape SAVE Instructions
When you're done typing a listing, you must disable the
Proofreader before SAVEing the program on tape. Disable
156 COMPUWs Gazette June 1984
the Proofreader by pressing RUN/STOP- RESTORE (hold
down the RUN/STOP key and sharply hit the RESTORE
key). This procedure is not necessary for disk SAVEs, hut you
must disable the Proofreader this way before a tape SAVE.
SAVE to tape erases the Proofreader from memory, so
you'll have to LOAD and RUN it again if you want to type
another listing. SAVE to disk does not erase the Proofreader.
Replace Original Proofreader
If you typed in the original version of the Proofreader (Oc-
tober 1983 issue), you should replace it with the improved
version below. We added a POKE to the original version to
protect it from being erased when you LOAD another pro-
gram from tape. The POKE does protect the Proofreader,
and the Proofreader itself was not affected. However, a
quirk in the VIC-20's operating system means that programs
typed in with the Proofreader and SAVEd on tape cannot be
I t )ADed properly later. If you LOAD a program SAVEd
vvhile the Proofreader was in memory, you see ?LOAD
ERROR. This applies only to VIC tape SAVEs (disk SAVEs
vvork OK, and the quirk was fixed in the Commodore 64).
If you have a program typed in with the original Proof-
reader and SAVEd on tape, follow this special LOAD
procedure:
1. Turn the power off, then on.
2. LOAD the program from tape (disregard the ?LOAD
ERROR).
3. Enter: POKI-:45,PEEK(174):POKE46,PEEK(175):CLR
4. ReSAVE the program to tape.
The program will LOAD fine in the future. We strongly
recommend thai you type in the new version of the Proof-
reader and discard the old tine.
Automatic Proofreader For VIC And 64
100 PRINT" [CLR} PLEASE WAIT . . . " : FOR I =88 6 TO
1018:READA:CK=CK+A:POKEI,A:NEXT
110 IF CK<> 17539 THEM PRINT" { DOWN J YOU MAD
E AN ERROR" SPRINT" IN DATA STATEMENTS.
" jEND
120 SYS8Q6:PRINT"[CLRj {2 DOWN) PROOFREADER
ACTIVATED." :NEW
886 DATA 173,036,003,201,150,208
892 DATft 001,096,141,151,003,173
898 DATA 037,003,141,152,003,169
904 DATA 150,141,036,003,169,003
910 DATA 141,037,003,169,000,133
916 DATA 254,096,032,087,241,133
922 DATA 251,134,252,132,253,008
928 DATA 201,013,240,017,201,032
934 DATA 240,005,024,101,254,133
940 DATA 254,165,251,166,252,164
946 DATA 253,040,096,169,013,032
952 DATA 210,255,165,214,141,251
958 DATA 003,206,251,003,169,000
964 DATA 133,216,169,019,032,210
970 DATA 255,169,018,032,210,255
976 DATA 169,058,032,210,255,166
982 DATA 254,169,000,133,254,172
988 DATA 151,003,192,087,208,006
994 DATA 032,205,189,076,235,003
1000 DATA 032,205,221,169,032,032
1006 DATA 210,255,032,210,255,173
1012 DATA 251,003,133,214,076,173
1018 DATA 003
Castle Dungeon
See article on page 52,
BEFORE TYPING...
Before typing in programs, please refer to "How
To Type COMPUTED Gazette Programs," "A
Beginner's Guide To Typing In Programs," and
"Tne Automatic Proofreader" that appear before
the Program Listings.
Program 1 :
Castle Dungeon — VIC Version, Loader
1 PRINTCHR? ( 147 } : POKE52 , 29 i PQKE56 , 29 :CLR
: rem 153
2 SV=36873:Sl=SV+l:S2=SV+2:S3=SV+3:V=SV+5
:SB=SV+6 :rem 21
3 READL,N:IFN=-1THEN5 : rem 43
4 FORJ=0TON : READS : POKEL+J , S : NEXT i GOT03
; rem 52
5 POKESB, 110 :FORT=1TO500: NEXT : rem 75
6 F0RM=1T03:READA,B,C,D,E : rem 3
7 POKESl,A:POKES2,B:POKES3,C:FORJ=15TOEST
EP-1 : POKEV, J : FORT=lTOD : NEXT ! NEXT : NEXT
: rem 11
10 FORT=1TO2000:NEXT : rem 232
11 PRINTCHR? (147) iFORT=lTO500 :NEXT
: rem 113
12 POKESB, 59: POKESV-4, 242 : rem 248
13 FORT=1TO500:NEXT :rem 190
14 PRINTCHR? (144)" {UP} {RIGHTlFIND AND DEF
USE THE" :rem 224
15 PRINT SPRINT" BOMBS HIDDEN IN THE"
:rem 149
16 PRINT: PRINT" DUNGEON. DON'T FALL"
:rem 56
17 PRINT: PRINT" INTO A PIT OR GET"
:rem 233
18 PRINT" {DOWN) {RIGHT] EATEN BY A BEAST."
:rem 78
19 PRINT" (DOWN) (RIGHT) PRESS THE "L" KEY F
OR" :rem 65
20 PRINT" [RIGHTjA LEVITATION SPELL."
:rem 62
21 PRINT: PRINT "{RIGHT) YOU HAVE 5 MINUTES"
: rem 19
22 PRINT" {DOWN} (RIGHT) TO COMPLETE YOUR";P
RINT"{DOWN} [RIGHT 3 QUEST. " : rem 167
23 POKE143,VAL{MID?(TI?,5,2)) : rem 91
24 READCL:IFCL=-1THEN26 : rem 155
2 5 FORJ=CLTOCL+7 : READCC : POKEJ , CC : NEXT : GOT
024 :rem 139
26 PRINT: PRINT "(HIT ANY KEY TO BEGIN)"
: rem 143
27 GETA?:IFA?=""THEN27 : rem 245
28 PRINT" [CLR} " :F0RJ=1T03 : POKESV+J,0 :NEXT
:S?="LO"+CHR?(34)+"D"+CHR?(34)+",8:"+C
HR?(131) :rem 192
29 FOR I=1T0LEN(S$) :POKE630+I,ASC{MID?(S?
,1)') : NEXT i POKE 198, I : END : rem 98
30 DATA7878,20, 114,64,73, 73, 32, 110,85,73,
110,85,64,73, 112,64,75,85,64,73,85,73,
110 :rem 14
31 DATA7900, 20,93, 32, 93,93, 32, 93, 93,93,93
,93,64,73,107,64,32,93,32,93,93,93,93
: rem 94
32 DATA7922, 20, 113, 64, 75,74,64, 115,125,74
,75,74,64,75,109,64,73,74,64,75,125,74
,75 : rem 34
33 DATA7792,17,85,64, 73, 112,64, 110,85,64,
75,64, 114,64,112,32,32,112,64,75
: rem 75
34 DATA7814,16,93,32,32,107,64,115,74,64,
73,32,93,32,93,32,32,107,64 :rem 80
35 DATA7836,17,74,64,75,75,32,125,85,64,7
5,32,75,32,74,64,75,109,64,73 :rem 216
40 DATA -1,-1 :rem 102
41 DATA0, 0,219, 36, 5, 0,236, 231, 36, 5, 23 7, 23
1,226,100,0 :rem 13
44 DATA7632,247,227,246,193,215,247,235,2
35, 7640,255,34,34, 34,255,68,68,68
:rem 162
45 DATA7648, 255, 2 31, 195, 129 ,129,131,199,2
55,7656,255,191,95,64,90,186,255,255
: rem 76
46 DATA7664,191,121,112,1,0,135,55,115,76
72,255,239,247,231,195,195,231,255
:rem 184
47 DATA7424,255,255,255,255,255,2 55,255,2
55,7440,25 5,255,255,129,129,255,255,25
5,7432 irem 205
48 DATA255,255,255,255,255,255,255,255,74
48,255,253,251,247,143,207,175,255
:rem 210
49 DATA7456, 191 ,121,112,1,0,135,55,115,74
64,255,255,231,0,0,231,255,255,-1
:rem 98
Program 2:
Castle Dungeon— VIC Version, Main
Program
1 PRINTCHR? { 147 );CHR?( 144) :S1=36874 :S2=S1
+1:S3=S1+2:S4=S1+3:V=S1+4:SB=S1+5:CL=S1
-5 :rem 255
2 C=30720 :L=7680:MW=59:FC=0: PC=33 : BT=8182
:FV=15:FP=0:CS=0:POKESB,8:R=37154:AF=0:
KF=0 ;rem 215
3 POKEV, 15 :POKECL, 255 :FORJ=LTOL+505 : POKEJ
+C,0: POKEJ, 32: NEXT : rem 236
4 READD:IFD=-1THEN6 :rem 161
5 POKEL+D,MW:L=L+D:GOT04 : rem 20
6 L=7680:FORJ=1TO9:READD:POKEL+D, 34: NEXT
: rem 19
7 FORJ=l T046 : READD : POKEL+D ,33: NEXT
:rem 172
8 FORJ=lT03:GOSUB67:POKEB4-L,63: NEXT: rem 4
9 F0RJ = 1T09 :GOSUB67 : POKEB-fL, 36 :NEXT
: rem 11
10 PC=32:G0SUB67:P0KEB+L,61 : rem 114
11 G0SUB67:P0KEB+L,35 : rem 5
1 2 FORJ=l T03 : GOSUB67 : POKEB+L , 60 : NEXT
: rem 44
13 GOSUB67:M=B+L:TI?="000000" : rem 106
14 POKER, 127 :JS=(PEEK( 37137 )AND28)OR( PEEK
( 37152 )AND1 28) : JS=ABS( JS-100 )/4-7 : POKE
R,255 :rem 129
15 IFTI?> "000500 "THEN48 : rem 248
16 IFJS=6THENDR=-22 s rem 153
17 IFJS=5THENDR=22 : rem 108
18 IFJS=3THENDR=-1 ;rem 101
19 IFJS=11THENDR=1 : rem 104
20 IPJS=7THENDR=0 : rem 52
21 P=PEEK(DR+M) :IFP=59THENDR=0 : rem 106
22 IFP=35THENCS=1 tPOKEBT , 35 :POKEBT+C, 5 :BT
=BT+1 :rem 123
23 IFP=36THEN78 : rem 136
COMPUTED Gazette June 1984 157
24 IFP=34ANDKF=0THENGOSUB73 t rem 211
25 IFP=61THENKF=1 :P0KEB181 , 61 : POKE8181+C,
5 s rem 240
26 GETL$:IFL?="L"THENLS=l:GOSUB82 :rem 30
27 IFP=60ANDLS<>1THENFP=1 : rem 59
28 IFP=60ANDLS=lTHENFP=2sPIT=M+DRsrem 114
29 IFP=63THENAF=AF+1 : POKEBT, 63 -. POKEBT+C, 5
:BT=BT+1 SGOSUB75 : rem 77
30 IFDR=0ANDFC=1THEN44 : rem 86
31 POKEM, 32 : POKEM+C, 7 : POKEM+DR+C, 7 : POKEM+
DR, 58 :rem 80
32 POKEM+DR+C-22 , 7 : POKEM+DR+C+22, 7 : POKEM+
DR+C+l,7:POKEM+DR+C-l,7 : rem 37
33 POKEM+DR+C-23 , 7 : POKEM+DR+C+23 , 7 : POKEM+
DR+C+21 , 7 t POKEM+DR+C-21 , 7 : FC=1 : rem 189
34 IFP=35ORP=61THENGOSUB70 : rem 150
35 IFFP=1THENPOKEM+DR,60:GOTO76 : rem 217
36 IFPS=1THENPOKEPIT,60:PS=0 : rem 48
37 IFFP=2THENPS=lsFP=0 : rem 123
38 LS=0:IFDR=0THEN44 : rem 218
39 POKES3 , 240 : F0RT=1T02 : NEXT : P0KES3 , 0
:rem 95
40 IFDR=-22THENPOKEM+C+23 , 0: POKEM+C+22 , 0:
POKEM+C+21,0sGOTO44 :rem 84
41 !FDR=lTHENPOKEM+C-23 , 0 : POKEM+C-1 , 0 : POK
EM+C+21,0:GOTO44 srem 198
42 IFDR=-1THENP0KEM+C-21 , 0 : POKEM+C+1 , 0 : PO
KEM+C+2 3,0:GOTO44 ;rem 242
43 POKEM+C-23 , 0 : POKEM+C-22 , 0 : POKEM+C-21 , 0
: rem 96
44 M=M+DRsFC=l s IFAF=3THEN46 trem 138
45 G0T014 i rem 7
46 POKESB, 27 sFORT=lTO3000s NEXT: POKECL, 240
:PRINTCHR? ( 147 ); PRINT" YOU SAVED THE C
ASTLE" srem 12
47 PRINT: PRINT: PRINT" PLAY AGAIN?" :GOT052
: rem 121
48 P0KES4, 220 sFORJ=15TO0STEP-. 5s POKESB, 12
7sPOKEV,JsFORT=lTO10sNEXT : rem 23 2
49 POKESB, 42 : FORT=1TO10 : NEXT : NEXT : POKES4 ,
0 :rem 232
50 FORT=1TO5000:NEXT : rem 239
51 POKECL, 240 sPRINTCHR$( 147 ): PRINT "PLAY A
GAIN? Y/N" :rem 81
52 GETA$:IFA$=""THEN52 : rem 241
53 IFA$="Y"THENRESTOREsGOT01 : rem 45
54 IFA$<>"N"THEN52 : rem 255
55 END : rem 65
56 DATA0 ,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,3,4,6,8,1,3,4,2,1,1,2,2,1,
1,1,1,2 srem 250
57 DATA1 ,2,1,1,1,2,2,4,2,4,2,1,2,5,2,2,1,
1,2,1,3,2,1,2,3,2,2,3,4,2,1,2,1,5,2,2,
1,2,4,5 srem 18
58 DATA1 ,1,1,1,1,1,2,3,2,1,1,1,1,2,1,1,1,
1,7,3,6,2,3,1,2,1,1,2,1,1,1,1,2,1,1,1,
1,2,3,1 srem 254
59 DATA2 ,6,2,2,4,2,1,2,1,2,3,3,4,2,7,1,2,
1,1,1,1,1,1,1,1,4,1,2,1,1,2,1,12,2,3,2
,2,1,1,1 :rem 61
60 DATA2 ,1,2,2,1,2,2,3,2,2,1,2,2,3,3,2,1,
1,1,1,1,2,2,1,2,2,1,1,1,3,3,4,2,2,1,4,
3,1,1,1 :rem 254
61 DATA1,2,2, 1,1,4,1,2,2,9,6,2,1,2,1,1,1,
1,1,1,1,1,1,2,1,1,2,1,1,1,1,1,4,2,5,2,
8,1,6 : rem 173
62 DATA3 ,4,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,-1 srem 252
63 DATA67,7 2,102,127, 140,240,280,316,419
:rem 227
64 DATA23,24,26,27, 28, 45 , 46 , 48, 49, 50, 82 , 8
158 COMPUTE!'; Gazette Juno 1984
3,84,105,106,123,124,125,145,146,147,1
62,163 I rem 154
65 DATA184, 185, 195, 196, 217, 218, 301, 302, 32
3,324,338,3 39, 360,361,441,442,443,445
: rem 85
66 DATA463,464,465,466,467 : rem 81
67 B=INT(RND(l)*501)+0 I rem 169
68 IFPEEK(B+L)<>PCTHEN67 : rem 213
69 RETURN : rem 79
70 POKES3,185:POKES2,202:POKES1, 202:FORJ=
15TO0STEP-.5:POKEV,J:NEXT:POKES3,210
: rem 74
71 P0KES1, 232:POKES2, 232 :FORJ=15TO0STEP- ,
05:POKEV,J:NEXT : rem 26
72 FORJ=0TO2:POKES1+J,0:NEXT:POKEV, 15:RET
URN : rem 126
73 POKEM,32:POKEM+DR,37:POKES4, 130:FORJ=1
5TO0STEP-1 : POKEV , J : NEXT : POKES4 , 0 : POKEM
+DR,34 :rem 179
74 POKEM,58:POKEV,15:DR=0iFORT=lTO500:NEX
T:RETURN : rem 188
7 5 P0KES3 , 220 : FORT=1TO50 :NEXT : P0KES3 , 0 : RE
TURN srem 170
76 FORJ=254TO180STEP-.5:POKES2,J:POKES3,J
: POKEV , FV : FV=FV- . 1 : NEXT : P0KES2 , 0 : POKES
3,0 :rem 23
77 POKECL, 240 :PRINTCHR${ 147) : PRINT" YOU F
ELL INTO A PIT":G0T081 srem 18
78 FORG=190TO235 : P0KES4 , G : FORT=1TO10 : NEXT
:NEXT:FORG=235TO220STEP-lsPOKES4,G:FOR
T=1TO20 srem 72
79 NEXT s NEXT : FORJ=15T05STEP- . 1 : POKEV, J iNE
XTiPOKES4,0:POKEV,15:IFCS=lTHEN24
srem 131
80 POKECL, 240 :PRINTCHR${ 147) j PRINT" YOU L
OST TO A BEAST 11" : rem 124
81 POKESB, 27 : FORT=1TO3000 : NEXT : GOT051
srem 93
82 FORI=0TO3:FORJ=0TO15:POKEV,J:N=180+I*J
s POKES 3, NsNEXTJ, I: POKES 3,0: RETURN
: rem 63
Program 3:
Castle Dungeon — 64 Version
0 GOSUB 5000sGOSUB1500sGOSUB200:GOSUB1000
:GOSUB1100:GOSUB1300: sGOSUB1010s rem 108
1 GOSUB 1140 srem 119
5 GOSUB 3000:GOSUB 4000SGOSUB 1500:TI$="0
00000" srem 18
7 GOSUB 20s GOTO 7 srem 195
10 JOY=0:JY=PEEK( 56320) s J2=15- ( JYAND15 ) :0
NJ2 GOTOll, 12, 12,13,13, 13, 13, 14 s RETURN
srem 250
11 JOY=-40 s RETURN srem 60
12 JOY=40: RETURN srem 16
13 JOY=-l : RETURN srem 11
14 JOY=l s RETURN srem 223
20 GOSUB 10 srem 67
25 GET A$sIFA$="L" THEN GOSUB 491:LEVITAT
E=-l : rem 39
27 IF TI$>"000300"THEN A$="YOUR TIME RAN
t SPACE} OUT " s GOTO 600 srem 211
30 TEMP=PEEK(MAN+JOY)-40:IFTEMP<0THENLEVI
TATE=0s GOTO 170 srem 70
40 ON TEMP GOSUB 50,60,80,90,110,130,140,
150, 160: GOTO 170 srem 166
50 GOSUB 220 sJOY=0s RETURN srem 44
60 IFNOTLEVITATETHENPOKEMAN , BLANK s GOSUB12
5:A$="YOU FELL INTO A PIT":GOTO105
srem 21
70 K=l: RETURN s rem 58
80 KEY=-1:POKE1303,43:POKE55575,1:GOSUB 4
01: RETURN : rem 233
90 GOSUB 320: IF NOT SWRD THEN A$="YOU LOS
T TO A BEAST" :GOTO 600 : rem 40
100 GOSUB 360: RETURN : rem 196
105 GOSUB 220 :FORTD=1TO200:NEXT: GOTO 600
: rem 136
110 BOMB=B0MB-l:POKE 1823+40*BOMB, 45 : POKE
56095+40*BOMB, 1:IF BOMB=0 THEN 500
:rem 212
120 RETURN :rem 115
125 GOSUB260:GOSUB220:FORTD=1TO200 .-RETURN
: rem 116
130 RETURN :rem 116
140 IF NOT KEY THEN GOSUB 220 : JOY=0:RETUR
N : rem 244
150 RETURN :rem 118
160 SWRD=-1: GOSUB 401: POKE 1423 , 49:POKE55
695,1:RETURN : rem 123
170 XH=0:POKE MAN, BLANK:MAN=MAN+JOY: POKE
(SPACEjMAN, FIGURE: IF K=l THEN POKE MA
N,42:K=1 :rem 62
180 Q=MAN-1024:Y=INT(Q/40) :X=(Q-Y*40 ) *8:I
FX>255THENXH=INT(X/256) :X=X-XH*2 56
: rem 240
190 Y=Y*8+32:POKE HXSPRITE,XH: POKE LXSPRI
TE,X:POKE YSPRITE, Y:BLANK=32 :rem 241
195 IFK=1THENK=0:BLANK=42 : rem 19
196 RETURN : rem 128
200 FOR I=1T04:READ NO( 1 , I ) , DUR( 1 , I ) :NEXT
: rem 120
201 FOR I=1T07:READ N0( 2, I ) , NL( 2 , I ) , DUR{ 2
,1) :NEXT :rem 60
205 RETURN :rem 119
210 DATA 8,100,7,50,7,50,12,300,14
:rem 105
211 DATA 2,24,100,2,24,100,2,24,100,2,163
,100,2,24,100,2,163,100,3,35 :rem 235
220 REM BUMP SOUND : rem 53
230 POKE Hl,15:POKE LI , 10 : rem 66
240 POKE VOLUME, 15: POKE ATTDEC, 20 : POKE SU
STREL,5:P0KE WAVE, NOISE : rem 29
250 FOR TD=1TO10: NEXT: POKE WAVE,NOISE-l :F
OR TD=1T02: NEXT: RETURN : rem 52
260 REM FALLING SOUND : rem 2
270 POKE ATTDEC, 10: POKE SUSTREL, 10 : POKE V
OLUME , 15 :rem 5
280 FOR 1=200 TO 100 STEP-1 : rem 103
290 POKE HI, I: POKE H2, 100: POKE WAVE,TRIAN
GLE : rem 118
300 FOR TD=1T03: NEXT: POKE WAVE, TRIANGLE-1
:FOR TD=1T03:NEXT:NEXT I : rem 131
310 RETURN :rem 116
320 REM LION SOUND : rem 52
330 POKE ATTDEC, 100: POKE SUSTREL, 100 : POKE
VOLUME, 15 :rem 98
340 POKE HI, 2 :POKE H2, 10: POKE WAVE, NOISE
: FORTD=1TO1000 :NEXT : POKE WAVE , NOISE-1
:rem 251
350 FORTD=1TO100: NEXT: RETURN : rem 76
360 REM VICTORY SOUND : rem 54
370 POKE ATTDEC, 100: POKE SUSTREL, 100 : POKE
VOLUME, 15 :rem 102
380 FORI= 1 TO 4: POKE HI , NO(l , I ) ; POKE H2,
100: POKE WAVE, SAW : rem 5
390 FOR TD=1 TO DUR{ 1 , I ) : NEXT: POKE WAVE,S
AW- 1: FOR TD=1 TO DUR( 1, I ) : NEXT: NEXT
: rem 54
400 RETURN :rem 116
401 POKE ATTDEC, 14: POKE SUSTREL, 201
: rem 100
402 POKE HI, 120: POKE WAVE,SAW:FORTD=1TO10
0 : NEXT: POKEWAVE, SAW-1 : rem 149
403 FOR TD=1TO200:NEXT:RETURN : rem 76
410 REM WIN SOUND AND OPENING SOUND
:rem 92
420 POKEVOLUME, 15: POKE ATTDEC, 17 : POKE SUS
TREL,140 :rem 61
430 FOR 1= 1T07:P0KE H2, N0( 2, I ) :POKE H1,N
L{2,I):POKE WAVE , SAW : rem 6
440 FOR TD=1T0DUR(2, I) :NEXT: POKEWAVE , SAW-
1 : FORTD=lTODUR{ 2 , I } :NEXT : NEXT : RETURN
: rem 78
450 REM LOSE SOUND s rem 57
460 POKE ATTDEC, 100: POKE SUSTREL, 120 : POKE
VOLUME, 15 :rem 104
470 POKE HI, 4: POKE LI, 48: POKE WAVE, SAW : FO
RTD=1TO500: NEXT: POKE WAVE, S AW- 1
:rem 189
480 FOR TD=1TO400:NEXT:POKE HI , 2 : POKEL1 , 2
4 : POKEWAVE, SAW: FORTD=1TO900:NEXT
: rem 128
485 POKEWAVE, SAW-1: FOR TD=1TO500 :NEXT: RET
URN :rem 106
490 REM LEVITATE SOUND : rem 104
491 POKE ATTDEC, 100: POKE SUSTREL, 250 : POKE
VOLUME, 15 :rem 112
492 FOR A=10TO20:FOR B=20 T027:POKE H1,A+
B:POKE LI, 40: POKE WAVE, TRIANGLE
: rem 200
493 FOR TD=1 T02 : NEXT: POKE WAVE, TRIANGLE
-liFOR TD=1 TO 1: NEXT: NEXT: NEXT
srem 189
494 RETURN : rem 129
500 P0KE5 3 269,0: GOSUB 410: POKE BACKGROUND
,l:FOR TD=1 TO 2000:NEXT : rem 35
510 PRINT" (CLR}": POKE 251 , 50 :PRINT" {BLK}
(7 DOWNlfll RIGHT} CONGRATULATIONS I"
: rem 123
520 PRINT"(2 DOWN) (9 RIGHTjYOU SAVED THE
{SPACE} CASTLE" : rem 156
530 GOTO 700 :rem 104
600 POKE 53269,0: POKE BACKGROUND, 1 : GOSUB
{SPACE} 450: FOR TD=1 TO 2000: NEXT
: rem 40
610 PRINT"{CLR} {8 DOWN} {BLK} "SPC( ( ( 40-{ LE
N(AS)))/2))A$ srem 41
620 PRINT" {3 DOWN} {10 RIGHT} YOU LOST THE
{SPACE} CASTLE 1" srem 187
630 GOTO 710 :rem 106
700 POKE251 , 0 :FORTD=1TO1500 :NEXT: PRINT"
{2 DOWN} { 14 RIGHTjTHIS TIME" : rem 237
710 FORTD=1TO500: NEXT: PRINT" {5 DOWN}
{6 SPACES} HIT Y FOR FURTHER ADVENTURE
S" :rem 220
720 GET ANS$:IFANS$=""THEN720 : rem 151
7 30 IF ANS?="Y"THEN POKE BACKGROUND, 0 : GOT
O 5 :rem 75
740 POKE251,0:END : rem 207
1000 FORL=679TO703:READA:POKEL,A:NEXT:POK
E806 , 167 : POKE807 , 2 : POKE251 , 40 : RETURN
: rem 40
1010 PRINTCHR?(144)"{CLR] {5 DOWN}[WHT}
{2 SPACES JFIND THE BOMBS HIDDEN IN T
HE DUNGEON." ; rem 66
1020 PRINT" {DOWN} (2 RIGHT} DON'T FALL INTO
A PIT OR GET EATEN BY " : rem 75
1030 PRINT" [2 RIGHT J A BEAST. PRESS THE 'L
KEY FOR A " :rem 198
COMPUTE!'! Gaiette Juno 1984 159
1040 PRINT" [DOWN} [2 SPACES ] LEVITATION SPE
LL. YOU HAVE 3 MINUTES" : rem 205
1050 PRINT" {DOWN} {2 SPACES JTO FULFILL YOU 1510
R QUEST. " srem 104
1060 PRINT: PRINT: PRINT "{9 SPACES} (HIT BUT 1515
TON TO BEGIN)" : rem 64
1065 GOSUB 10: IF JY<>111 THEN 1065: rem 33
1067 RETURN : rem 174 1517
1070 DATA72,138,72,152,72, 166,251,240,8,1
60,255,136,208,253,202 : rem 81 1518
1080 DATA 208,248,104,168,104,170,104,76, 1520
202,241 :rem 53
1100 CM=14336:CS=53248:POKE56334,PEEK(563 3000
34 ) AND254 : P0KE1 , PEEK ( 1 ) AND2 51
:rem 254 3010
1110 FORI=0TO1023:POKECM+I,PEEK(CS+l) :NEX
T :rem 91 3020
1120 FORI=CM+320TOCM+320+95?READA:POKEI,A 3025
BS(A-255) ;NEXT : rem 44
1130 POKEl,PEEK(l)OR4:POKE56334,PEEK(5633 3027
4 )0R1: RETURN : rem 206
1140 POKE53272, ( PEEK( 53272 )AND240)OR14 3030
;rem 93 3040
1150 RETURN ;rem 167 3050
1160 DATA247, 227, 246, 193 ,215, 247, 23 5, 23 5,
255, 34,34,34,2 55,68,68,68 : rem 7 3060
1170 DATA255.231, 195,129,129,131,199,255,
255, 191,95,64,90, 186, 255, 255:rem 163 3070
1180 DATA191, 121, 112, 1,0, 135, 55, 115, 255, 2 3080
39,247,231,195,195,231,255 : rem 19
1190 DATA255, 255,255,255, 255, 255, 255, 255, 3090
25 5,255,255,129,129,255,255,2 55
srem 57 3100
1200 DATA2 55, 255, 255, 255, 2 55, 2 55, 2 55, 255,
255,253,251,247,143,207,17 5,255 31 10
:rem 38 3120
1210 DATA191, 121,112, 1,0,135,55,115,255,2
55,231,0,0,231,255,255 :rem 44 3130
1300 PRINT CHR?( 147) : POKE BACKGROUND, 0 : PO 3140
KE BRDER,0 : rem 24
1305 READ L,N:IFN=-1THEN GOSUB410 : FORTD=l 3150
TO2500: NEXT: RETURN : rem 197
1310 FQRJ=0TON:READS:POKEL+J,S:NEXT:GOTO1 3160
305 :rem 91
1360 DATA1234, 17,85,64,73,112,64,110,85,6 3170
4,75,64,114,64,112,32,32,112,64,75
:rem 160 3180
1370 DATA1 274, 16,93, 32 , 32, 107 , 64, 115 , 74 , 6
4,73,32,93,32,93,32,32,107,64 3190
: rem 174
1380 DATA1314,17,74,64,75,75,32,125,85,64 3200
,75,32,75,32,74,64,75,109,64,73
:rem 45 3 210
1420 DATA1 393, 20, 114, 64, 73, 73, 32, 110, 85, 7
3, 110, 85, 64, 73, 112, 64, 75, 85, 64, 73 32 20
: rem 119
1421 DATA85,73 : rem 229 3230
1430 DATA 110 :rem 116
1440 DATA1433, 20,93, 32,93,93,32,93,93,93, 3240
93 , 93 , 64 , 73 , 107 ,64,32,93,32,93,93
:rem 142 3250
1441 DATA93.93 : rem 232 3260
1450 DATA1473,20,113,64,75,74,64,115,125, 3270
74,7.5,74,64,75,109,64,73,74,64,75,12
5 :rem 83 3280
1455 DATA 74,75,-1,-1 ; rem 0
1500 WAVE=54276:NOISE=129:TRIANGLE=17:VOL 3290
=54296 : SOUND=54272 :ATTDEC=54277 3300
;rem 175 3310
1505 BACKGROUND=53281:BRDER=53 280:LEVITAT
E=0 :SWRD=0 :KEY=0 :BOMB=3 :LOIN=44
: rem 42
SAW=33:SUSTREL=54278:H1=54273:H2=542
72:FIGURE=40:BLANK=32 : rem 211
HXSPRITE=53264:LXSPRITE=53248:YSPRIT
E=53249:P0KE 53271, 1 : POKE 53277,1
: rem 192
POKE 53269, 1 :FORI=832T0896 : POKEI ,255
:NEXT:POKE2040,13 •.'■em 163
POKE 53287, 1 :POKE53275, 1 tiem 48
FOR I=SOUND TO SOUND+28 : POKEI , 0 :NEXT
:POKE VOLUME, 15: RETURN : rem 243
1=49152: IF PEEK ( 1+2 )=216THENSYS49160
:GOTO 3025 : rem 120
READ A: IF A=256 THENSYS49160 :GOTO 30
2 5 : rem 116
POKE I, A: 1=1+1 :GOTO 3010 : rem 70
FORI=1024TO1062 : POKEI , 41 :POKEI+960, 4
1:NEXT : rem 51
FORI=55296T056295: POKEI, 0:NEXT:RETUR
N :rem 147
DATA 1,0,216,255,255,255,40 : rem 26
DATA 0,169,41,133,251,169,40 :rem 81
DATA 133,253,169,4,133,252,133
:rem 182
DATA 254,169,147,32,210,255,162
.-rem 239
DATA 0,160,0,169,41 ,145,253 : rem 28
DATA 200,192,39,208,249,24,165
:rem 194
DATA 253,105,40,133,253,144,2
: rem 126
DATA 230,254,232,224,23,208,229
:rem 225
DATA 160,0,169,4,145,251,169 : rem 84
DATA 255,141,15,212,169,128,141
:rem 230
DATA 18,212,173,27,212,41,3 : rem 24
DATA 133,173,170,10,168,24,185
: rem 184
DATA 0,192,101,251,133,170,185
:rem 174
DATA 1,192,101,252,133,171,24
: rem 122
DATA 185,0,192,101,170,133,253
:rem 178
DATA 185,1,192,101,171,133,254
:rem 182
DATA 160,0,177,253,201,41,208
:rem 129
DATA 18,138,145,253,169,32,145
: rem 191
DATA 170,165,253,133,251,165,254
:rem 28
DATA 133,252,76,62,192,232,138
: rem 189
DATA 41,3,197,173,208,189,177
jrem 153
DATA 251,170,169,32,145,251,224
:rem 234
DATA 4,240,26,138,10,168,162 : rem 83
DATA 2,56,165,251,249,0,192 : rem 41
DATA 133,251,165,252,249,1,192
: rem 190
DATA 133,252,202,208,238,76,62
:rem 191
DATA 192,169,1,160,0,153,0 : rem 237
DATA 216,153,0,217,153,0,218 : rem 72
DATA 153,0,219,200,208,241,96,256
: rem 73
160 COMPUTEI's Gazette June 198-1
4000 REM CHARACTER PLACEMENTS
4010 T=32:Q=42:FOR 1=1 TO
XT
: rem 33 13
7:G0SUB 4100 :NE
: rem 147
4020 Q=44:FOR 1=1 TO 6
4030 Q=45:FOR 1=1 TO 3:
4040 Q=43:FOR 1=1 TO 2
4050
4055
4060
4070
4080
4090
4095
4100
4110
5000
5010
GOSUB
4100:NEXT
: rem 101
14
GO SUB
4 100: NEXT
: rem 100
15
GOSUB
4 100: NEXT
:rem 98
:rem 114
16
:rem 19
17
Q=47:FOR 1=1 TO 5
GOSUB 4100
IF ( PEEK{ PLACE-40 ) <> 32 } OR ( PEEK ( PLACE+
40 } <> 32 ) THENPOKEPLACE , BLANK : GOTO4055
: rem 200
NEXT -rem 10
Q=49:G0SUB 4100 : rem 70
Q=FIGURE:GOSUB 4100 :MAN=PLACE: rem 84
T=41:Q=32:FORI=1TO50: GOSUB 4100:NEXT
tRETURN :rem 231
X=(RND(l)*36+2) :Y=INT(RND(l)*20+3) :P
L=Y*40+X+1024 : IFPEEK( PLACE) OTTHEN41
00 :rem 50
POKE PLACE, Q:RETURN i rem 241
PRINT"{CLR} (11 DOWN}fl4 right}{rvs}p
LEASE WAIT" : rem 123
RETURN srem 166
Revenge Of Cyon
See. article on page 56.
BEFORE TYPING...
Before typing in programs, please refer to "How
To Type COMPUTET s Gazette Programs," "A
Beginner's Guide To Typing In Programs," and
"The Automatic Proofreader" that appear before
the Program Listings.
Program 1: vie version
1 DIMJS[2,2) :POKE37139,0:DD=37154:PA=3713
7:PB=37152:V$=" SECONDS" : rem 180
2 FORI=0TO2:FORJ=0TO2:READJS(J,I) :NEXT:NE
XT:FORT=0TO10:READBS(T) sNEXT : rem 6
3 CO=30720:SC=7680:BG=1:BE=7955 : rem 233
4 POKE36879, 255 : PRINT" (CLR ) {6 DOWN}
{3 RIGHT] [RVSj (PUR } REVENGE OF CYON{BLU]
{OFF}": PRINT" [5 DOWN} ( RIGHT} SKILL LEVEL
(1-6) ?"; ;rem 163
5 GETA$:IFA?=""THEN5 : rem 141
6 D=VAL(AS) :IFD<10RD>6THEN4 srem 134
7 PRINT" (CLR J " :POKE36879,8:A=32 :A1=32 :A2=
32 : rem 51
8 FORI=0TO220 : PQKE38796+I , 5 :NEXT: P0KE3877
5,2: FORP = 1TO20 : P0KE387 78+P, 5 : NEXT: P0KE3
8767,6 : rem 54
9 PRINT " { HOME } " BG: J=0 : K=0 : VB=0 : POKE7708 , 4
6:POKE7818,46:POKE7738,46:POKE772 7,81:T
H=0:S=0 :rem 94
10 POKE8076 , 78 : POKE8077 , 99 : POKE8078 , 77 : PO
KE8101,77:POKE8102,100;POKE8103,78
:rem 69
1 1 POKES 104 , 99 : POKE8083 , 78 : POKE8084 , 99 : PO
KE8063 , 78 : POKE8064 , 77 : POKE8086 , 103 : POK
E8109,77 :rem 44
12 POKE8110, 79 : POKE8089, 79 : POKE8068, 78 : PO
KE8069 , 99 : POKE8070 , 77 : POKE8093 , 80 : POKE
8132,77 :rem 2
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
POKE8133,100:POKE8134,100:POKE8135,100
:POKE8136, 100:POKE813 7,78:POKE8115,103
:rem 211
POKE8094 , 78 : POKE8073 , 78 : POKE8074 , 77 i PO
KE807 5,78:POKE8112,108:POKE8113,12 3
: rem 122
POKE8152 , 32 : POKE8055 , 88 : POKE8047, 93 : PO
KE7782 , 46 : POKE7901 , 46 j POKE7691 , 46 : POKE
8025,87 !rem 241
POKE3874 5,4 : rem 1
POKE36878, 15 : P0RL=1T05 :FORM=180TO235ST
EP2:POKE36876,M:FORN=1TO10:NEXT: rem 37
NEXT :POKE36876,0:FORM=1TO50: NEXT: NEXT:
POKE36878, 0: PRINT" {HOME] { 3 SPACES} "
: rem 68
F0RN=1T02:P0KE8115-N, 46 : FORQ=1TO120 :NE
XT :POKE8115-N, 32: NEXT :LK=0:TI $="000000
: rem 81
POKEBE+VB,A : rem 72
POKEDD,127:S3=-( ( PEEK( PB) AND128) =0) : PO
KEDD,25 5 : rem 72
P=PEEK{PA) :Sl=-( (PAND8)=0) :S2=( (PAND16
)=0):S0=((PAND4)=0) :reml27
FR=-( (PAND32 )=0) :X=S2+S3 : Y=S0+S1 : IFLK>
8164THEN60 : rem 11
C=C+liIFFR=lTHENTH=TH+l : rem 84
POKELK+PO+CO , Dl : IFA1 < > 43THENPOKELK+PO ,
Al : rem 206
IFBG>6ANDJ<>1THENPOKELK+PO+30726,D2:IF
A2o43THENPOKELK+PO+6,A2 : rem 38
IFKo 1THENLK=INT ( RND { 1 ) * 1 50 ) +SC : rem 20
POKE8025 , 81 : POKE36878, 0 : IFFR=1AHDTH<=7
THENGOSUB46 : rem 217
K=1:P0=INT(RND(1)*D)+1 : IFTH>7THENFR=0
:rem 180
POKE36878,0:VB=VB+JS(X+1 , Y+l )+{ VB>220)
*22-(VB<-264)*22 : rem 112
A=PEEK( BE+VB) : POKEBE+VB, 43 : IFC=2THENLK
=LK+22:C=0 : rem 118
A1=PEEK ( LK+PO ) : D1=PEEK ( LK+PO+CO)
:rem 107
IFBG>6ANDJolTHENA2 = PEEK(LK+P0+6) : D2=P
EEK(LK+PO+30726) srem 194
IFS <> 1THENPOKELK+PO+CO , 7 : POKELK+PO , 90
:rem 50
A$="SHOTS":IFTH=lTHENAS="SHOT " srem 5
PRINT" (HOME] ",- :XC=BE+VB: IFXC=LK+POANDF
R=lTHENPRINTTHrA?:PRINTRIGHT$(TI$,2)V$
:GOT049 : rem 234
IFBG>6ANDJ<> 1THENPOKELK+PO+30726 , 7 : POK
ELK+PO+6,90 :rem 205
IFBG>6ANDJ<>1ANDXC=LK+P0+6ANDFR=1THENP
RINTTHr AS : PRINTRIGHT5 (TIS , 2 )V$ :GOSUB41
: rem 111
POKE8025 , 87 s IFJ = 1 ANDS=1THENBG = BG + 1 :GOT
047 :rem 210
POKESC+QW, 32:QW=INT{RND(l)*176)+44:POK
ESC+QW,46:GOTO20 srem 230
POKE36878, 15 : FORW=1T06 sFORY=220TO254: P
OKE36876,Y:NEXTsNEXT:POKELK+PO+CO+6,l
: rem 177
POKELK+PO+6,43 ;rem 2 34
FORZ=22TOLK-SCSTEP22:G=PEEK{LK+PO-Z+6)
:Gl=PEEK(LK+P0-Z+C0+6) : POKELK+PO-Z+CO+
6,7 : rem 160
POKELK+PO-Z+6,90:FORH=lTO70:NEXTsPOKEL
K+PO-Z+CO+6 , Gl : POKELK+PO-Z+6 , G s NEXT
:rem 128
TH=0:J=1: RETURN :rem 126
POKE36878, 15 s P0KE36876 , 244 :FORFV=1TO70
:NEXT:POKE36878,0: RETURN srem 21
COMPUTE!'! Gaiellc June 1984 161
47 IFBG<=11THEN7 : rem 196
48 GOT076 : rem 18
49 IFBG>6ANDJ<>lTHENPOKELK+PO+CO+6,7:POKE
LK+PO+6,90 :rem 193
50 S=l :POKE36878, 15 :F0RL=1T015 :FORM=250TO
240STEP-1:POKE36876,M:NEXT : rem 147
51 FORM=240TO250:POKE36876,M:NEXT:POKE368
76,0: NEXT : POKE36878 , 0 ! POKELK+PO+CO , 1 : T
H=0 s rem 88
52 POKELK+PO,43 : rem 138
53 F0RZ=22TOLK-SCSTEP22:G=PEEK(LK+P0-Z) :G
1=PEEK(LK+P0-Z+C0) : POKELK+PO-Z+CO, 7
: rem 126
54 POKELK+PO-Z , 90 : FORH= 1TO70 : NEXT: POKELK+
P0-Z+C0,G1:P0KELK+P0-Z,G:NEXT : rem 94
55 POKE36876.0 i rem 3
56 IFBG<7THENDG=BG+l:GOT07 : rem 122
57 IFJ=1ANDS=1THENBG=BG+1:IFBG<12THEN7
: rem 120
58 IFJ=1ANDS=1ANDBG=12THEN76 : rem 224
59 GOT037 :rem 17
60 JH=JH+lsIFJH<3THEN7 : rem 83
61 POKE36876 , 0 : POKE36877 , 220 : FORL=15TO0ST
EP-1 : POKE36878,L;FORZN=1TO50 : rem 229
62 POKE36879, ZN: NEXT: NEXT : POKE36877 , 0: POK
E36878,0 :rem 23
63 PRINT" (CLR} " :FORZN=8T0255 : POKE36879, ZN
:NEXT :rem 17
64 PRINT" [2 DOWN} I 3 RIGHT} {GRN} YOU SURVIV
ED"BG~1:PRINT"(4 RIGHT} ATTACK WAVES.":
GOSUB69 :rem 66
65 PRINT"{2 DOWN }{RVS}{ BLU } PLAY AGAIN?(Y,
N) (OFF}" :rem 26
66 GETAS:IFA$=""THEN66 : rem 251
67 IFA?="Y"THENRUN : rem 95
68 END :rem 69
69 PRINT" {DOWN J [3 RIGHT} YOUR RANK IS;"iPR
INT" {DOWN} {4 RIGHT} "B? (BG-1 ) " (GRN} . ":R
ETURN :rem 209
70 DATA-23,-22,-21,-1,0,1,21,22,23
:rem 127
71 DATA"PRIVATE{BLU}", "{ RED} CORPORAL ( BLU ]
", "{CYN} SERGEANT (BLU}" : rem 148
72 DATA" (PUR} SECOND LIEUTENANT {BLU}","
{BLK}FIRST LIEUTENANT" : rem 184
73 DATA" {RED} CAPTAIN {BLU}", "{BLK} MAJOR
(BLU}", "{PUK}COLONEL(BLU}" : rem 210
74 DATA" {PUR) GENERAL (BLU}", "{BLK} FIELD MA
RSHALL [ BLU } "
75 DATA"{RED}MR. PRESIDENT"
76 PRINT" [CLR} {REDJYOU HAVE
(2 SPACESjFROM THE ALIEN
:GOT065
srem 89
: rem 97
SAVED EARTH
ATTACK 1 {BLU}"
:rem 73
Program 2: 64 version
100 CO=54272 : FORT=COTOCO+24 : POKET , 0 :NEXT
i rem 0
110 POKE53280,0:POKE53281,1:V?=" SECONDS"
:rem 44
120 PRINT"{CLR} {7 DOWN } "TAB( 12 } " ( RVS}
{RED} REVENGE OF CYON[oFF}" : rem 215
130 PRINT" {2 DOWN] "TAB( 11) "{BLU} (USE JOYS
TICK #2)" :rem 119
140 PRINT"{5 DOWN) {8 RIGHTjWHAT SKILL LEV
EL (1-6)?" :rem 242
150 GETA$rIFA$<"l"ORA?>"6"THEN150 : rem 61
160 D=VAL(A5) :SC=1024 srem 133
170 POKECO+24,15:POKECO+5, 17:POKECO+6, 248
:POKECO,100 srem 73
180 BG=1 :rem 144
190 POKE53281 , 1 : PRINT" {CLR] " : POKE53281, 0:
162 COMPUTE!'!, Gazelle June 1981
PRINT" {CYN} "BG:TI$="000000" : rem 94
200 LK=INT(RND{1)*150)+SC srem 137
210 FORI=1TO10:O=1064+INT(RND(1)*520) : POK
EO,46:POKEO+CO,l:NEXT : rem 23 7
220 POKE1154,81:POKE1154+CO,1 : rem 113
230 PRINT" {13 DOWN}" : rem 67
240 PRINT" {GRN} {6 DOWN}N£2 t3(UP}(LEFT}
{RED]x(GRN} (DOWN) iTfM{D0WN}Mg2 @1
n{up]n[up}ni2 t3(up]n{up}nb2 t^m
TdowmTm{down}m(down}m{down}mi<7 @|n
(UP]N(UP}NM(DOWN}m£2 iajlN{UPTN{UP}N
%T%" :rem 43
250 PRINT" {21 RIGHT}N{UP}gG3(UP) (LEFT}
E@3Ng2 TijfUP} {LEFT} {BLUj-fGRN}
(DOWN} ET^Mg@^{ DOWN} (LEFTTlME
JdownJm" :rem 83
260 POKE1769,87:POKE1769+CO,4:POKE1887,12
4:POKE1887+CO, 5 :rem 249
270 FORI=1890TO1887STEP-1:POKEI+1, 32:POKE
I+CO+1 , 0 : POKEI , 124 : POKEI+CO, 5 : rem 248
280 FORJ=1TO80:NEXTJ,I : rem 124
290 J=0:K=0 :rem 68
300 X=20:Y=12:TH=0rSl=0:A=32;Al=32:A2=32
:rem 229
310 FORW=lTO3:FORI=10TO200STEP10sPOKECO+l
, I : POKECO+4 , 33 : FORJ=1TO10 : NEXT J , I , W
: rem 64
320 PRINT" {HOME} {DOWN} {4 SPACES} "srem 138
330 POKECO+4, 32 : rem 71
340 S=1524 srem 243
350 POKES, A :rem 135
360 P=PEEK( 56320)AND15:Y=Y+( (PAND1 )=0)-( (
PAND2 ) =0 ) : X=X+ { < PAND4 ) =0 ) - ( ( PAND8 ) =0 )
: rem 108
370 FR=PEEK( 56320 ) AND16 : IFX<0THENX=39
:ren 220
380 IFY<0THENY=0 : rem 228
390 IFX>39THENX=0 :rem 33
400 IFY>24THENY=24 : rem 75
410 IFLK>1983THEN610 : rem 148
420 C=C+1:IFFR=0THENTH=TH+1 : rem 131
430 POKELK+CO+PO , Dl : I FA1 <> 43THENPOKELK+PO
,A1 : rem 254
440 IFBG> 6ANDJ < > 1THENPOKELK+CO+PO+6 , D2 : 1 F
A2<>43THENPOKELK+PO+6,A2 : rem 71
450 IFFR=0ANDTH<=7THBNGQSUB1030 : rem 191
460 PO=INT(RND(l)*D)+l:IFTH>7THENFR=l
; rem 241
470 POKEOS, 32:NS=1064+INT(RND(1)*520) :POK
ENS,46:OS=NS ; rem 200
480 S=SC+X+Y*40 :rem 87
490 A=PEEK(S) : POKES, 43 :IFC=2THENLK=LK+40;
C=0 :rem 193
500 Al=PEEK(LK+PO) :D1=PEEK( LK+PO+CO)
:rem 155
510 IFBG>6ANDJolTHENA2 = PEEK{LK+P0+6) :D2 =
PEEK(LK+PO+CO+6) : rem 22 7
520 IFS1 olTHENPOKELK+PO+CO, 7 : POKELK+PO, 9
0 : rem 147
530 A$="SHOTS":IFTH=lTHENA$="SHOT "
jrem 53
540 PRINT "{HOME} {BLU}"; :IFS=LK+POANDFR=0T
HENPRINTTH?A$:PRINTRIGHT${TI?,2)V$:GO
TO910 :rem 193
550 IFBG>6ANDJ<> 1THENPOKELK+PO+CO+6 , 7 : POK
ELK+PO+6,90 :rem 238
560 IFBG>6ANDJolANDS=LK+PO+6ANDFR=0THENP
RINTTH;A$:PRINTRIGHTS(TI$,2); :GOSUB86
0 : rem 80
570 IFPEEK( 1769)=87THENPOKE1769, 81: POKE17
69+CO,4:GOTO590 :rem 92
580 POKE1769,87:POKE1769+CO,4 srem 155
590 IFJ=1ANDS1=1THENBG=BG+1 :GOTO1040
:rem 188
POKESC+QW,32sQW=INT(RND{l)*360)+80sPO
KESC+QW,46:GOTO350 s rem 73
JH=JH+1:IFJH<3THEN190 : rem 231
POKECO+1, 10: POKECO+4, 129 srem 100
FORI =0TO1 5 ; FORJ=0TO1 5 : POKE53280 , I ; POK
E53281, J:NEXTJ,I -rem 26
POKE53280,0sPOKE53281,0 ; rem 239
POKECO+4, 128 srem 130
PRINT"(CLR}{7 D0WN}(CYN}f6 RIGHTjYOU
[ SPACE } SURVIVED"BG-1 "ATTACK WAVES .
{7 DOWN}" srem 71
670 ONBGGOSUB730, 740, 750, 760,770, 780, 790,
800,810,820,830 -rem 172
PRINT"{YEL}{5 DOWN} (11 RIGHT} PLAY AGA
IN (Y/N)?" srem 157
GETA$;IPA5=""THEN690 srem 97
IFA$="Y"THENRUN srem 137
IFAS="N"THENEND : rem 97
600
610
620
630
640
650
660
680
690
700
710
720
730
GOTO690
PRINT" f PUR} [13
s RETURN
740 PRINT" (PUR} {10
PORAL. " s RETURN
750 PRINT" { PUR} (10
EANT.":RETURN
760 PRINT" (PUR} (6
LIEUTENANT.":
770 PRINT" {PUR} (6
LIEUTENANT.":
780 PRINT" (PUR) (10
j rem 113
RIGHTjSORRY, PRIVATE."
i rem 174
RIGHT} NOT TOO BAD, COR
srem 170
RIGHTjNICE GOING, SERG
:rem 139
RIGHT} WAY TO GO, SECOND
RETURN srem 11
RIGHT} YOU ARE NOW FIRST
RETURN srem 7 5
RIGHT} YOU ARE NOW A CA
790
800
810
820
830
840
850
860
870
880
890
900
910
920
930
940
950
960
RIGHT }YOU ARE
RIGHT ]YOU
RIGHT} YOU
ARE
ARE
RIGHT} YOU ARE
! RETURN
RIGHT} HELLO,
:rem 128
NOW A MA
:rem 23
NOW A COL
s rem 104
NOW A GEN
:rem 91
NOW A FIE
:rem 191
MR. PRESI
rem 141
PTAIN. " s RETURN
PRINT"(PUR}(11
JOR." j RETURN
PRINT" (PUR} (9
ONEL. "s RETURN
PRINT "( PUR} (9
ERAL . " ; RETURN
PRINT" {PUR} (6
LD MARSHALL*"
PRINT"(PUR} (10
DENT. ": RETURN
PRINT" {CLR} {YEL} (8 DOWN} [ RIGHT } YOU SA
VED THE EARTH FROM ALIEN ATTACK 1 1
(7 DOWN}" srem 22
GOTO 680 srem 116
FORF=1TO3:FORL=150TO100STEP-1 :POKECO+
1 , L : POKECO+4 ,17: NEXT : NEXT: POKECO+4 , 16
:rem 185
PRINTV$ : POKELK+PO+CO+6 , 1 : POKELK+PO+6 ,
43 :rem 169
FORZ=40TOLK-SCSTEP40:G=PEEK(LK+PO-Z+6
) :Gl=PEEK(LK+PO-Z+CO+6) srem 7
POKELK+PO-Z+CO+6 , 7 : POKELK+PO-Z+6 , 90 s F
ORH=1TO70 :NEXT : POKELK+PO-Z+CO+6 , Gl
:rem 237
POKELK+PO-Z+6 , G : NEXT : TH=0 : J=l : RETURN
: rem 76
IFBG>6ANDJ<>lTHENPOKELK+PO+CO+6,7:POK
ELK+PO+6,90 srem 238
81=1 :rem 141
F0RT=1T03 iFORTY=100TO150 : POKECO+1 , TY:
POKECO+4 ,17s NEXT : NEXT s POKECO+4 , 1 6
srem 237
Sl=ll POKELK+PO+CO, 1 :TH=0 : POKELK+PO, 43
:rem 19
FORZ=40TOLK-SCSTEP40:G=PEEK(LK+PO-Z):
G1=PEEK(LK+PO-Z+CO) srem 67
POKELK+PO-Z+CO,7:POKELK+PO-Z,90sFORH=
1TO70 : NEXT : POKELK+PO-Z+CO , Gl
970 POKELK+PO-Z,G:NEXT
980 IFBG<7THENBG=BG+1:GOTO190
990 IFJ=1ANDS=1THENBG=BG+1 slFBG<
1000 IPJ=1ANDS=1ANDBG=12THEN840
1010 GOTO550
1020 REM FIRE NOISE
1030 POKECO+1, 200: POKE CO+4,129:
1 28 : FORT=1TO100 : NEXT : RETURN
1040 IFBG<=11THEN190
1050 GOTO840
:rem 200
: rem 163
:rem 19
12THEN190
srem 17
: rem 99
srem 149
srem 75
POKECO+4,
:rem 140
:rem 129
srem 155
Therapy
See mi iele on page 78.
BEFORE TYPING...
Before typing in programs, please refer to "How
To Type COMPUTET's Gazette Programs," "A
Beginner's Guide To Typing In Programs," and
"Trie Automatic Proofreader^' that appear before
the Program Listings.
Program 1 : Therapy— 64 Version
100 PRINTCHR$(142)CHR$(8)CHR$( 30) :POKE532
81 , 0s POKE53280 , 0 :GOSUB1230 : POKE198, 0
:rem 188
105 Q=0:QD=0 : rem 144
110 PRINTCHR$ ( 147 ) ; "HELLO. I'M DR. ROM. W
HAT'S YOUR NAME?" • rem 40
115 GOSUB1160sA$=Pl$:PRINT : rem 39
120 PRINT" IN ONE WORD, " ; A$ f " , " :PRINT"WHA
T IS YOUR PROBLEM?" sGOSUBl 160 sB?=Pl$
s rem 14
1 30 PRINTS PRINTB? ;"...?" s PRINT s PRINT "CAN
{SPACE} YOU TELL ME MORE?" : rem 108
140 GOSUB1160:GOSUB900 srem 48
150 PRINT: PRINT"! UNDERSTAND ";B$;" IS DI
FFICULT" : PRINT "FOR YOU." srem 226
160 GOSUB1160:IFP1$="NO"THENPRINT"MAYBE I
'M NOT QUITE UNDERSTANDING..."
srem 111
170 PRINT: PRINT "CAN YOU BE MORE SPECIFIC?
HOW IS" s PRINTB? ; " A PROBLEM FOR YOU?
: rem 2 33
180 GOSUB1160:GOSUB900 :rem 52
190 PRINT: PRINT "HOW DOES THIS MAKE YOU FE
EL, ";A$;"?"sGOSUB1160sC$=Pl$ srem 73
200 PRINTCHR$(147) : rem 13
205 PRINT "SO WHAT YOU'RE SAYING, ";A$;","
SPRINT" IS THAT YOUR PROBLEM WITH " r B$
: rem 80
210 PRINT" IS MAKING YOU FEEL ";C$r"-":GOS
UB1160 srem 161
220 PRINT: PRINT "CAN YOU ELABORATE ON YOUR
FEELINGS?" :GOSUB1160sGOSUB900
: rem 215
230 PRINT: PRINT"HAS THIS BEEN A PROBLEM F
OR YOU BEFORE? (YES OR NO ) " :GOSUB1160
srem 133
240 IFPl$o"NO"THEN260 srem 236
250 PRINT"I SEE. THEN THIS NEW SITUATION
(SPACE] MUST BE (2 SPACES} DIFFICULT FOR
YOU. ":GOTO320 : rem 81
260 PRINTS PRINT "DID YOU ALSO FEEL ";C$;"
( SPACE }THEN?" srem 216
270 GOSUB1160:PRINT"TELL ME MORE. "srem 16
280 GOSUB1160:GOSUB900 srem 53
COMPUTEI's Gazette June 1984 163
290 PRINTCHR?(147)"I THINK WE HAVE SOMETH
ING HERE. DO YOU { 2 SPACES} SEE A PATTE
RN?" :rem 236
300 GOSUB1160: PRINT: PRINT"GO ON..."
:rem 106
310 GOSUB1160:PRINT:PRINT"THIS SOUNDS DIF
FICULT FOR YOU.":GOSUB1160 : rem 240
320 PRINT: PRINT"DO YOU HAVE A PLAN TO DEA
L WITH THIS (4 SPACES JCURRENT SITUATIG
N?" : rem 156
330 PRINT"YES OR NO . " :GOSUB1160 : rem 70
340 IFP1S<>"YES"THEN350 : rem 65
343 PRINT "DO YOU THINK THIS PLAN WILL BE"
:PRINT"SUCCESSFUL?":GOTO360 : rem 241
350 PRINT: PRINT "WHY DON'T YOU MAKE A LIST
OF POSSIBLE 1 3 SPACESlSOLUTIONS, THEN
:rem 107
360 GOSUB1160:GOSUB900 : rem 52
370 FORT=1TO500:NEXTT:PRINTCHRS(147)
irem 253
380 PRINT"OKAY, WHAT SINGLE WORD BEST DES
CRIBES" :rem 192
385 PRINT "HOW YOU ARE FEELING RIGHT NOW?"
: rem 22 3
390 GOSUB1160:D$=P1$: : PRINT: PRINTD? ; ". . .?
:rem 224
400 GOSUB1160:GOSUB900: PRINT : rem 246
410 PRINT"I'M THINKING OF DOING SOMETHING
HERE. (3 SPACES}LET'S TRY SOME WORD";
:rem 142
430 PRINT" ASSOCIATION": PRINT "AND SEE WHE
RE IT LEADS US." : rem 183
440 PRINT "WHAT DO YOU THINK (YES OR NO)?":
GOSUB1160 :rem 236
450 IFP1$="YES"THEN490 : rem 11
460 PRINT: PRINT "YOU SEEM TO BE HAVING SOM
E PROBLEMS WITHTHIS." : rem 122
470 PRINT"CAN YOU TELL ME ABOUT IT?":GOSU
B1160:IFP1$="NO"THENS40 : rem 46
480 PRINT: PRINT "I REALLY THINK A WORD ASS
OCIATION WOULD BE USEFUL RIGHT NOW."
: rem 4
490 PRINT: PRINT"LET' S DO IT." : rem 242
500 PRINT"I'LL SAY A WORD. YOU SAY THE FI
RST WORD THAT COMES TO YOUR MIND."
:rem 133
510 REM ***WORD ASSOCIATION*** : rem 239
520 FORT=1TO5000:NEXTT:PRINTCHR?(147) ;"DO
G":PRINT:GOSUB1160 : rem 204
530 PRINT:PRINT"DRINK" :PRINT:GOSUB1160
: rem 241
540 PRINT: PRINT"HOME":PRINT:GOSUB1160:E$=
PI? :rem 40
550 PRINT: PRINTB?: PRINT :GOSUBl 160 :F$=P1$
: rem 35
560 PRINT: PRINT"FEELINGS" : PRINT:GOSUB1160
:rem 201
570 PRINT: PRINT"FUN"sPRINT:GOSUB1160:G$=P
1$ :rem 237
580 PRINT: PRINT"MOM" : PRINT:GOSUB1160 : I$=P
15 irem 240
590 PRINT :PRINTC$: PRINT :GOSUBl 160 :J$=P1$
: rem 44
600 FORT=1TO1000 :NEXTT: PRINTCHR? (147 )
: rem 37
610 PRINT"I NOTICED WHEN I SAID HOME":PRI
NT "THAT YOU SAID " ; E$ ; " . " : rem 39
620 PRINT "DOES THIS SOMEHOW REFLECT HOW Y
OU FEEL {2 SPACES) ABOUT YOURSELF?"
: rem 45
630 PRINT"YES OR NO" : GOSUB1 160 : IFP1? <> " YE
640
650
660
670
680
690
700
710
720
S"THEN650 :rem 2
PRINT: PRINT "IN WHAT WAY?" :GOSUB1160 :G
OSUB900 :rem 2
PRINT: PRINT "HOW DOES THIS RELATE TO Y
OUR PROBLEM": PRINT "WITH " ; B? : rem 44
GOSUB1160:GOSUB900: PRINT: PRINT"WHEN I
SAID ";B$,-" YOU SAID " ; F$ : rem 136
PRINT"WHAT DO YOU THINK THIS MEANS?":
GOSUB1160:GOSUB900 : rem 112
PRINT:PRINT"ARE YOU DISTRESSED? DO YO
U WANT A(7 SPACES } KLEENEX? "tGOSUBl 160
:rem 28
IFPl$o"YES"THEN710 : rem 73
PRINT "HERE. " : FORT=1TO1000 :NEXTT
:rem 206
PRINT:PRINT"IT'S INTERESTING THAT WHE
N I SAID FUN, (2 SPACES]YOU SAID ";G$
:rem 57
GOSUB1160:GOSUB900:PRINTCHR?{147) ; "HM
730
735
740
750
760
770
780
MMM. . .
PRINT:
110
PRINT"IT SEEMS TO ME,
PRINT "THAT
ROBLEM"
PRINT"WITH "?B$
GOSUB1160:GOTO770
REM ***DREAMS***
PRINT : PRINT "LET ' S TRY A
INT "APPROACH, ";A$
PRINT "TELL ME ABOUT ONE
S. ":GOSUB1160:GOSUB1040!
: rem
";A$r","
:rem 248
THIS ALL TIES IN TO YOUR P
:rem 129
: rem 73
:rem 245
:rem 57
DIFFERENT": PR
: rem 145
OF YOUR DREAM
IFQD=1THEN840
: rem 246
PRINT: PRINT"HOW WOULD YOU DESCRIBE YO
UR FEELINGS {4 SPACES} IN THE DREAM?"
: rem 171
GOSUB1160 :rem 233
PRINT: PRINT "DID THE DREAM HAVE ANYTHI
NG TO DO WITH {2 SPACES)" ;I$ : rem 235
GOSUB1160 :FORT=1TO1000:NEXTT : rem 245
REM ***ALL DONE*** : rem 121
PRINT: PRINT "I THINK WE'RE MOVING IN A
{15 SPACES) GOOD DIRECTION .": PRINT
:rera 187
PRINT"WE'VE DISCUSSED YOUR PROBLEM WI
TH":PRINTB$r " AND HOW THIS MAKES YOU
:rem 255
PRINT "FEEL " ; C$ ; " ; " : rem
PRINT "AND DISCUSSED SOME POSSIBLE
UTIONS." : rem
PRINT: PRINT "I SEE YOUR TIME IS UP.
{18 SPACES} SEE YOU NEXT WEEK."
:rem
END : rem
REM ***KEYWORDS*** : rem
IFQ>0THENRETURN : rem
FORJ=lTOLEN( Pl$ ) -5 : rem
IFMID$(P1$,J,5) <>" FUN "THEN930
: rem 103
PRINT: PRINT "WHAT ARE YOUR FEELINGS AB
OUT FUN?" :GOTO950 : rem 148
NEXTJ :rem 37
RETURN :rem 125
GOSUB1160:Q=1:PRINT:PRINT"THESE FEELI
NGS SEEM IMPORTANT." : rem 141
GOSUB1 160: RETURN : rem 1
REM *** DREAM KEYWORD SEARCH***
:rem 233
1050 FORJ=1TOLEN(P1$ ) -7 : rem 65
1060 IFMID$(P1$,J,7)=" DON'T "THEN1120
:rem 243
1070 NEXTJ :rem 81
790
791
800
810
820
830
840
850
860
870
880
890
900
■910
920
925
930
940
950
960
1040
230
SOL
124
189
119
249
246
19
164 COMPUTED Gazetta Jur)al9B4
1080
1090
1100
1110
1120
1130
1140
1150
1160
1170
1180
1190
1200
1210
1220
1230
1240
1250
1260
1270
1280
1285
1290
1300
1305
1310
1320
1330
1340
1350
1360
1370
13B0
1390
1400
1410
1420
1430
F0RJ=lT0LEN(Pl$)-6 : rem 67
IFMID$(P1$,J,6)=" DONT "THEN1120
:rem 206
NEXTJ :rem 75
RETURN :rem 163
PRINTCHR$(147)"WHY DO YOU SUPPOSE TH
AT IS?":GOSUB1160:GOSUB900 : rem 27
PRINT "THIS MAY BE SOMETHING THAT WE'
:rem 176
LATER. WE MAY FIND
: rem 112
PROBLEM WITH "
: rem 22 3
INPUT**
: rem 55
rem 239
:rem 57
; rem 57
rem 250
: rem 28
rem 200
rem 72
NJOY YOUR THERAPY SESSION." : rem 238
1450 PRINTSPC(240) ;CHRS(18) ; "HIT ANY KEY
(SPACE)TO BEGIN" : rem 87
1460 POKE198,0:WAIT198,1: RETURN : rem 128
LL WANT"
PRINT"TO DISCUSS
{SPACE} THAT IT"
PRINT"RELATES TO- YOUR
;B$:QD=1 : RETURN
REM ***COMMODORE PUNCTUATION
*
Pl$=""
GETP2S:IFP2$=" "THEN1180
PRINTP2$;
IFP2$=CHRS(13)THENRETURN
P1S=P1?+P2$
GOTO1180
REM ***INTRODUCTION***
PRINTCHR$ ( 147 ) ; TAB (15) "THERAPY
:rem 108
PRINT :PRI NT "WOULD YOU LIKE AN INTROD
UCTION (Y/N)" :rem 101
GETQS : IFQ$<> "Y"ANDQ$ < > "N"THEN1260
:rem 191
IFG$="N"THENRETURN : rem 172
PRINTCHR$ ( 147 ); "WELCOME TO YOUR THER
APY SESSION. DR. ROM";
PRINT "WILL BE WITH YOU
IN A
PRINT "MOMENT. WHILE YOU ARE
HERE ARE SOME HELPFUL"
PRINT"SUGGESTIONS ON HOW TO
{SPACE ] MOST OUT (2 SPACES 3 OF
RAPY SESSION."
PRINT: PRINT
PRINT "AS WITH MOST THINGS IN
:rem 31
:rern 172
WAITING,
j rem 104
GET THE
YOUR THE
:rem 109
:rem 29
LIFE, W
ITH{7 SPACES 3 THERAPY, THE MORE YOU "
? :rem 42
PRINT"PUT IN, THE MORE{2 SPACESjYOU
{SPACE} GET OUT. YOU MAY FIND IT FUN
{SPACE } TO TRY AND TRIP"? : rem 228
PRINT" UP THE DOCTOR r MAKE FUN OF HI
S GRAMMAR, OR INSULT HIM MERCILESSLY
:rem 175
PRINT" {DOWN J HOWEVER, EVEN THOUGH THI
S IS A PARLOR {3 SPACES j GAME, YOU MAY
STILL FIND "; : rem 230
PRINT "YOURSELF HAVING INTERESTING, AN
D EVEN IMPORTANT," ; rem 51
PRINT "INSIGHTS. THIS WILL ONLY HAPPE
N IF YOU{2 SPACESjTRY YOUR BEST TO U
TILIZE "; -rem 172
PRINT "THIS SESSION ASAN ENJOYABLE WA
Y TO MULL OVER THE" : rem 159
PRINT"PROBLEMS AND PEEVES OF LIFE."
:rem 127
PRINT: PRINT :PRINTCHR$( 18) "HIT ANY KE
:rem 165
Y TO CONTINUE"
POKE198,0:WAIT198, 1
PRINTCHR$(147) : PRINT: PRINT"I
DOCTOR IS IN NOW."
PRINTs PRINT: PRINT "TO TALK TO
, JUST TYPE IN YOUR"
PRINT "RESPONSE; AND HIT
RETURN"; CHRS ( 1 46) ;" WHEN
1440 PRINT"FINISHED. "tPRINT:
:rem 96
SEE THE
:rem 58
DR . ROM
:rem 228
; CHR? (18) ;"
YOU ARE"
:rem 254
PRINT:PRINT"E
BEFORE TYPING...
Before typing in programs, please refer to "How
To Type COMPUTED Gazette Programs/' "A
Beginner's Guide To Typing In Programs," and
"The Automatic Proofreader" that appear before
the Program Listings.
Program 2: Therapy— VIC Version
100 PRINTCHR$(142)CHR$(8)CHRS(30) :POKE368
79,8:GOSUB1230:POKE198,0 : rem 11
105 Q=0:QD=0 -rem 144
110 PRINTCHR$ ( 147 ); "HELLO. I'M DR. ROM.
{3 SPACES ] WHAT'S YOUR NAME?" :rem 40
115 GOSUB1160:AS=P1$:PRINT 5 rem 39
120 PRINT "IN ONE WORD, " ;A$ ;",": PRINT "WHA
T IS YOUR PROBLEM?" :GOSUB1160 :B$=P1?
:rem 14
130 PRINT :PRINTB§; ". . . ?": PRINT: PRINT "CAN
{SPACE 3 YOU TELL ME MORE?" :rem 108
140 GOSUB1160:GOSUB900 : rem 48
150 PRINT:PRINT"I UNDERSTAND ";B?:PRINT"I
S DIFFICULT FOR YOU." s rem 99
160 GOSUB1 160 :IFP1$= "NO "THENPRINT "MAYBE I
'M NOT QUITE{3 SPACES } UNDERSTANDING. .
: rem 111
170 PRINT: PRINT"CAN YOU BE MORE {7 SPACES}
SPECIFIC? HOW IS": PRINTS?;" A PROBLEM
?" :rem 5
180 GOSUB1160:GOSUB900 : rem 52
190 PRINT: PRINT "HOW DOES THIS MAKE YOUFEE
L, "rA$: "?":GOSUB1160:C$=P1$ :rem73
200 PRINTCHR?(147) : rem 13
205 PRINT "SO WHAT YOU'RE SAYING ," ;A$ ;" , I
S THAT YOUR":PRINT"PROBLEM WITH " ; B$
: rem 80
210 PRINT "IS MAKING YOU FEEL ":PRINTC$;".
":GOSUB1160 s rem 45
2 20 PRINT: PRINT "CAN YOU ELABORATE ON
{2 SPACES }YOUR FEELINGS?" :GOSUBl 160 :G
OSUB900 :rem 215
230 PRINT: PRINT"HAS THIS BEEN A{7 SPACES}
PROBLEM FOR YOU BEFORE? (YES OR NO)":
GOSUB1160 :rem 133
240 IFPl$o"NO"THEN260 : rem 236
250 PRINT "I SEE. THEN THIS NEW{ 2 SPACES }S
ITUATION MUST BE {5 SPACES } DIFFICULT F
OR YOU. ":GOTO320 : rem 81
260 PRINT: PRINT"DID YOU ALSO FEEL":PRINTC
5;" THEN?" :rem 100
270 GOSUB1160:PRINT"TELL ME MORE.":rem 16
280 GOSUB1160:GOSUB900 : rem 53
290 PRINTCHR$(147) "I THINK WE HAVE
{7 SPACES ] SOMETHING HERE. DO
{4 SPACESjYOU SEE A PATTERN?" : rem 236
300 GOSUB1160: PRINT: PRINT "GO ON..."
:rem 106
310 GOSUB1160:PRINT"THIS SOUNDS DIFFICULT
FOR YOU. ":GOSUB1160 : rem 41
320 PRINT: PRINT"DO YOU HAVE A PLAN TO DEA
L WITH THIS CURRENTSITUATION?" ;
:rem 215
330 PRINT" (YES OR NO) " :GOSUB1160 : rem 105
340 IFP1S<>"YES"THEN350 : rem 65
COMPUTE!'* Gazelle June 1984 165
343 PRINT"DO YOU THINK THIS PLANWILL RE S
UCCESSFUL?":COTO360 : rem 230
350 PRINTsPRINT"WHY DON'T YOU MAKE A
(2 SPACES }LIST. OF POSSIBLE {6 SPACES }S
OLUTIONS, THEN." : rem 107
360 GOSUB1160sGOSUB900 : rem 52
370 FORT=lTO500sNEXTTsPRINTCHRS(147)
: rem 253
380 PRINT "OKAY, WHAT SINGLE WORDBEST DESC
RIBES"; srem 251
385 PRINT" HOW YOU A RE FEELING RIGHT NOW?"
: rem 223
390 GOSUB1160sD?=Pl$: : PRINT;PRINTD$ ; " . . .?
:rem 224
400 GOSUB1160:GOSUB900: PRINT : rem 246
410 PRINT"I'M THINKING OF DOING SOMETHING
HERE.":PRINT"LET'S TRY SOME WORD"
: rem 94
430 PRINT "ASSOCIATION AND SEE(3 SPACES }WH
ERE IT LEADS US." : rem 172
440 PRINT "WHAT DO YOU THINK{5 SPACES} (YES
OR NO)?":GOSUB1160 : rem 236
450 IFP1$="YES"THEN490 srem 11
460 PRINT: PRINT "YOU SEEM TO BE HAVING SOM
E PROBLEMS WITH{4 SPACESjTHIS . "
srem 122
470 PRIMT"CAN YOU TELL ME ABOUT IT?":GOSU
BU60:IFP1S = "NO"THEN840 : rem 46
480 PRINT: PRINT"I REALLY THINK A WORD ASS
OCIATION WOULD BE ( 2 SPACES ] USEFUL RIG
HT NOW. " :rem 4
490 PRINT: PRINT "LET'S DO IT." : rem 242
500 PRINT"I'LL SAY A WORD. YOU{2 SPACES ]S
AY THE FIRST WORD {4 SPACES} THAT COMES
TO YOUR{4 SPACES] MIND." : rem 133
510 REM ***WORD ASSOCIATION*** :rem 239
520 FORT=lTO5000sNEXTTsPRINTCHR$(147) ; "DO
G" :PRINT:GOSUB1160 srem 204
530 PRINT: PRINT"DRINK" : PRINTsGOSUBl 160
srem 241
540 PRINT: PRINT"HOME":PRINTsGOSUB1160sES=
Pl$ : rem 40
550 PRINT: PRINTB$: PRINT :GOSUBl 160 sF$=Pl$
trem 35
560 PRINT:PRINT"FEELINGS" : PRINT:GOSUBl 160
:rem 201
570 PRINT: PRINT "FUN": PRINTsGOSUBl 160 :GS=P
1$ srem 237
580 PRINT :PRINT"MOM": PRINT sGOSUBl 160: I $=P
1$ srem 240
590 PRINT :PRINTC$: PRINT sGOSUBl 160 :J$=P1$
srem 44
600 FORT=lTO1000:NEXTTsPRINTCHR${147)
:rem 37
610 PRINT"I NOTICED WHEN I SAID HOME THAT
YOU SAID"sPRINTE?s" . " srem 168
620 PRINT"DOES THIS SOMEHOW{5 SPACES ) REFL
ECT HOW YOU FEEL{2 SPACES JABOUT YOURS
ELF?" srem 45
630 PRINT"YES OR NO" :GOSUB1160 : IFP15<> "YE
S"THEN650 srem 2
640 PRINT: PRINT"IN WHAT WAY?" :GOSUB1160 :G
OSUB900 : rem 2
650 PRINTS PRINT "HOW DOES THIS RELATE
{2 SPACES }TO YOUR PROBLEM WITH": PRINT
B$ : rem 173
660 GOSUB1160sGOSUB900sPRINT:PRINT"WHEN I
SAID ":B$ SPRINT "YOU SAID ";F$srem 20
670 PRINT"WHAT DO YOU THINK THISMEANS?" :G
OSUB1160sGOSUB900 srem 112
680 PRINT: PRINT"ARE YOU DISTRESSED? DOYOU
690
700
710
720
730
735
740
750
760
770
780
790
800
810
820
830
840
850
860
870
880
S90
900
910
920
WANT A KLEENEX?" SGOSUB1160 : rem 28
IFPl$o"YES"THEN710 srem 73
PRINT "HERE ." sFORT=lTO1000 sNEXTT
srem 206
PRINT: PRINT "IT'S INTERESTING THAT WHE
N I SAID FUN, [2 SPACES}YOU SAID " ;G$
srem 57
GOSUB1160:GOSUB900sPRINTCHR$(147) ; "HM
MMM, . . " srem 110
PRINT: PRINT "IT SEEMS TO ME, ";A$;","
:rem 248
PRINT "THAT THIS ALL TIES IN TO YOUR P
ROBLEM "
PRINT "WITH ";B$
GOSUB1160:GOTO770
REM ***DREAMS***
:rem 129
: rem 73
: rem 245
; rem 57
PRINT: PRINT"LET ' S TRY A DIFFERENT" s PR
INT"APPROACH, " : A$ srem 145
PRINT "TELL ME ABOUT ONE OF (2 SPACES ]Y
OUR DREAMS. " :GOSUB1160 :GOSUB1040 : IFQD
=1THEN840 :rem 246
PRINT: PRINT "HOW WOULD YOU DESCRIBEYOU
R FEELINGS IN THE [ 2 SPACES ) DREAM?" : GO
SUB1160 :rem 45
PRINT :PRINT "DID THE DREAM HAVE
(4 SPACES} ANYTHING TO DO WITH":PRINTI
$ srem 119
GOSUB1160:FORT=1TO1000:NEXTT srem 245
REM ***ALL DONE*** : rem 121
PRINT: PRINT" (CLR} I THINK WE'RE MOVING
{2 SPACES} IN A GOOD DIRECTION .": PRINT
: rem 78
PRINT"WE'VE DISCUSSED YOUR{ 2 SPACES }P
ROBLEM WITH";PRINTB$:PRINT"AND HOW TH
IS MAKES YOU" : rem 173
PRINT "FEEL ";C$;"r" : rem 230
PRINT"AND DISCUSSED SOME{4 SPACESjPOS
SIBLE SOLUTIONS." srem 124
PRINT:PRINT"I SEE YOUR TIME IS UP. SEE
YOU NEXT WEEK." srem 189
END srem 119
REM ***KEYWORDS*** srem 249
IFQ>0THENRETURN : rem 246
FORJ=lTOLEN{PlS)-5 srem 19
IFMID$(P1$,J,5)<>" FUN "THEN930
srem 103
925 PRINTs PRINT"WHAT ARE YOUR{9 SPACES }FE
ELINGS ABOUT FUN?" :GOTO950 srem 148
930 NEXTJ : rem 37
940 RETURN srem 125
950 GOSUB1160:Q=1:PRINT:PRINT"THESE FEELI
NGS SEEM {3 SPACES] IMPORT ANT. "srem 141
960 GOSUB1160: RETURN srem 1
1040 REM *** DREAM KEYWORD SEARCH***
s rem 233
1050 FORJ=lTOLEN(Pl$)-7 srem 65
1060 IFMID$(P15,J,7)=" DON'T "THEN1120
srem 243
1070 NEXTJ srem 81
1080 FORJ=lTOLEN(Pl$)-6 srem 67
1090 IFMID$(P1$,J,6)=" DONT "THEN1 1 20
s rem 206
1100 NEXTJ i rem 75
1110 RETURN srem 163
1120 PRINTCHRS(147)"WHY DO YOU SUPPOSE TH
AT IS?" :GOSUB1160 SGOSUB900 srem 27
1130 PRINT "THIS MAY BE SOMETHING THAT WE"
LL WANT" srem 176
1140 PRINT"TO DISCUSS LATER. WE MAY FIND
{SPACE 3 THAT IT" srem 112
166 COMPUTE!'* Gazette Juno 1984
1160
1170
1180
1190
1200
1210
1220
1230
1240
1250
1270
1280
1285
1290
1300
1305
1310
PROBLEM WITH "
srem 223
INPUT**
: rem 55
rem 239
j rem 57
: rem 57
rem 250
: rem 28
rem 200
:rem 72
1150 PRINT"RELATES TO YOUR
;B$:QD=1: RETURN
REM ***COMHODORE PUNCTUATION
*
Pl$=""
GETP2S s IFP25=" "THEN1180
PRINTP2S;
IFP2$=CHRS(13)THENRETURN
P1$=P1$+P2$
GOTO1180
REM *** INTRODUCTION***
PRINTCHR$(147) ;TAB(6) "THERAPY"
: rem 60
PRINT: PRINT "WOULD YOU LIKE AN
[5 SPACES) INTRODUCTION (Y/N)"
: rem 101
1260 GETQ$sIFQ5<>"Y"ANDQ$o"N"THEN1260
: rem 191
IFQ$="N"THENRETURN : rem 172
PRINTCHR$ { 147 ); "WELCOME TO YOUR
[1 SPACES] THERAPY SESSION. [6 SPACES}
DR. ROM"; j rem 31
PRINT" WILL BE WITH {2 SPACES) YOU IN
(SPACE) A "; :rem 172
PRINT "MOMENT. WHILEYOU ARE WAITING,
(SPACE) HERE ARE SOME HELPFUL"
: rem 104
PRINT "SUGGESTIONS ON HOW TO GET THE
fSPACE]MOST OUT OF[3 SPACES}YOUR THE
RAPY SESSION." srem 109
PRINT: PRINT srem 29
PRINT" AS WITH MOST THINGS INLIFE, WI
TH THERAPY, (3 SPACES)THE MORE YOU
i rem 42
1320 PRINT"PUT IN, {2 SPACESjTHE MORE
(2 SPACES) YOU GET OUT. YOU MAY FIND I
T FUN TOTRY AND TRIP "; srem 228
1330 PRINT"UP THE(3 SPACES ) DOCTOR; MAKE F
UN OF(3 SPACES )HIS GRAMMAR, OR INSUL
THIM MERCILESSLY."
PRINT: PRINTCHR$( 18) "HIT ANY
175
: rem
1332 PRINT:PRINTCHR$(18)"HIT ANY KEY"
:rem 210
1335 POKE198,0:WAIT198,1 srem 103
1340 PRINT" (CLR) (DOWNJHOWEVER, EVEN THOUG
H(2 SPACES JTHIS IS A PARLOR
(6 SPACES }GAME, YOU MAY STILL
(3 SPACES} FIND "; : rem 121
1350 PRINT "YOURSELF HAVING [ 2 SPACES ) INTER
ESTING, AND EVEN IMPORTANT,";
srem 110
1360 PRINT" INSIGHTS. (2 SPACESjTHIS WILL
(SPACE)ONLY HAPPEN IF YOU ( 2 SPACES )T
RY YOUR BEST TO UTILIZE "; srem 172
1370 PRINT"THIS{7 SPACES }SESSION AS AN
(9 SPACES) ENJOYABLE WAY TO MULL OVER
THE "; srem 218
1380 PRINT"PROBLEMS AND PEEVES OF LIFE."
srem 127
1390 PRINT :PRINTCHR${ 18) "HIT ANY KEY"
srem 214
1400 POKE198,0:WAIT198,1 srem 96
1410 PRINTCHR$(147) :PRINT"I SEE THE DOCTO
R IS IN NOW." srem 115
1420 PRINT SPRINT "TO TALK TO DR. ROM,
(3 SPACES} JUST TYPE IN YOUR" srem 29
1430 PRINT "RESPONSE; AND HIT ";CHR$(18):P
RI NT " RETURN ";CHR$( 146);" WHEN YOU AR
E" :rem 138
1440 PRINT"FINISHED. " :PRINT:PRINT:PRINT"E
NJOY YOUR THERAPY SESSION." srem 238
1450 PRINT :FRINTCHR$( 18);" HIT ANY KEY TO
BEGIN"
1460 POKE 198,0: WAIT 198,1: RETURN
Spelling Critter
Sec article on page 82.
: rem 22
:rem 128
BEFORE TYPING...
Before typing in programs, please refer to "How
To Type COMPUTE!'s Gazette Programs," "A
Beginner's Guide To Typing In Programs," and
"The Automatic Proofreader" that appear before
the Program Listings.
Program 1 :
Spelling Critter— VIC Version
2 PRINT" [ CLR} (4 DOWN) (2 RIGHT} SPELLING CR
ITTER" .rera 143
15 PRINT"{10 DOWN} (2 RIGHT}ONE MOMENT PLE
ASE" .rem 135
20 POKE36869,255 :rem 105
21 POKE52, 28:P0KE56, 28:CLR srem 20
22 FORI=7168T07679 :POKEI,PEEK( 1+25600) :NE
XT srem 101
23 FORC=7168T07175sREADA:POKEC,A;NEXT
: rem 66
24 FORC=7664T07671:READAsPOKEC,AsNEXT
srem 69
25 FORC=7656T07663sREADAsPOKEC,A:NEXT
: rem 72
30 DATA96,128,77,63,31,13,0,0 : rem 186
31 DATA3, 52, 184, 240,240, 184,52, 3 : rem 76
32 DATA0, 54, 58, 242, 242, 58, 54,0 : rem 2 39
50 DIMW$(50) srem 112
60 PRINT"! CLR}" srem 202
61 POKE36878,15 : rem 56
70 PRINT"HI,WHAT IS YOUR" srem 20
75 INPUT"NAME";N$ : rem 14
80 GOSUB5000 . .rem 173
90 W=0sR=0:Z=0 -rem 39
100 FORB=lTON srem 25
120 PRINT"(CLR}(2 DOWN) (5 RIGHT]"W$(B)
:rem 184
140 FORT=l TO 1000: NEXT : rem 27
160 PRINT" (CLR}" :A$="" srem 27
165 PRINT" (RED) (RVSj (2 SPACES }TO REVIEW T
HE WORD (2 SPACES]" : rem 45
166 PRINT"(RVS) (2 SPACESjTYPE ? AND RETUR
N[3 SPACES ]{BLU]" srem 211
180 PRINT" {3 DOWN] HOW DO YOU SPELL": PRINT
: rem 98
190 INPUT"THAT WORD";A$ srem 123
195 IFA$=""ORLEN(A$)=0THEN160 srem 125
200 IFA$="THAT WORD"THENGOSUB6000 :GOTO160
:rem 243
210 IFA$="?"ORA$="/"THEN120 : rem 191
220 IFA$=W?(B)THENGOSUB7000:GOTO400
: rem 80
230 GOSUB8000 srem 221
240 PRINT" (CLR} [5 DOWNjl'M SORRY, "N$ :PRIN
: rem 16
: rem 138
srem 151
:rem 247
: rem 5 3
srem 37
260 PRINT "THAT IS WRONG" 5 PRINT
270 POKE36874,223
274 FORT=1TO500:NEXT
275 POKE36874,0
280 PRINT"THE CORRECT WAY IS:"
COMPUTE n Gazelle June 1984 16?
300
320
340
400
420
424
425
427
429
430
431
432
433
440
450
460
480
500
510
550
560
580
590
600
620
640
650
660
700
5000
5050
5060
5100
5150
5200
*R"
PRINT"{3 DOWN} {5 RIGHT J { BLK } "W$ (B) "
{BLU}" :rem 41
W=W+1 :rem 2 20
GOTO450 :rem 105
PRINT" {2 DOWNjTHAT IS RIGHT" : rem 210
PRINT" (RED) {DOWN 3 VERY GOOD [ BLU ] ";N$
srem 207
M=220 srem 184
F0RP=1T08 srem 27
M=M+3 :rem 210
P0KE36876,M srem 85
F0RT=1T025 : rem 74
POKE36876,0 : rem 49
NEXTP srem 40
RESTORE :rem 190
R=R+1 : rem 213
POKE198,0sPRINT"{3 DOWN} HIT ANY KEY"
: rem 186
GETZ?:IFZ$=""THEN460
NEXTB
PRINT" { CLR} YOU HAD {RED}
T AND {RED] ": PRINT
PRINTW" {BLUjWRONG."
P R I NT " ( 3 DOWN } WOULD YOU
T
PRINT"TRY AGAIN (Y/N)?"
GETZ$:IFZ$ = ""OR<Z$o"Y"ANDZ$o"N")THE
N580 srem 115
IFZ$="Y"THEN80 : rem 28
PRINT" {CLR} IT HAS BEEN VERY NICE":PRI
NTs PRINT "SPELLING WITH YOU": PRINT
:rem 34
PRINTN$"." srem 9
PRINT" {3 DOWN 3 PLEASE COME BACK AGAIN"
sPRINT srem 180
PRINT "TO PLAY REAL SOON." srem 214
PRINT" [2 DOWN) {9 RIGHT! {RED} BYE 1"
srem 177
END srem 110
REM INPUT trem 57
PRINT" (CLR}{ DOWN} HOW MANY WORDS DO W
E" srem 32
INPUT "HAVE TODAY" ?Z$sN=VAL(ZS) sIFN>5
0ORN=0THEN5050 ; rem 131
FORX=lTON trem 100
PRINT"{CLR3 {red} Jrvs} {SHIFT-SPACE}CH
ECK YOUR SPELLING I I {OFF} {BLU}"
srem 251
PRINT" (3 DOWN} WORD #" ;X; s INPUT"
{LEFT}"rW$(X) srem 2
srem 137
s rem 29
(BLUjRIGH
: rem 200
srem 152
LIKE TO":PRIN
j rem 181
: rem 49
5210
IFLEN(W$ (X) )=0QRLEN(W$ (X) ) >
10THEN515
0
srem 166
5220
IFASC{W$(X) ) <650RASC(W$(X) )
>90THEN51
50
srem 217
5250
NEXTX
: rem 99
5300
RETURN
: rem 168
6000
REM WISEGUY
srem 213
6010
PRINT" {RED} {2 DOWNjVERY FUNNY, WISEGU
Y{BLU3"sPRINT
srem 235
6015
FORT=1TO1000:NEXT
srem 82
6020
FORT=lTO500sNEXT
s rem 34
6030
RETURN
srem 169
7000
Q-fl
: rem 133
7001
L=7900:CO=38620
s rem 45
7010
POKEL+Q , 0 : POKECO+Q , 4
srem 242
7020
POKEL+Q+1 , 6 1 s POKECO+Q + 1 , 4
srem 226
7030
FORT=lTO50sNEXT
: rem 244
7040
POKEL+Q+1, 6 2 sPOKECO+Q+1,4
: rem 229
7042
POKE36877,160:FORT=lTO10:NEXTsrem 46
7045
POKE36877,0
: rem 106
: rem 246
s rem 50
trem 86
: rem 14
: rem 208
srem 134
srem 46
srem 243
i rem 157
s rem 245
srem 230
0sNEXTsrem 47
srem 107
s rem 247
: rem 86
RETURN
srem 12 3
srem 15
:rem 210
: rem 160
,4
7050 FORT=lTO50sNEXT
7060 IFQ-9THENRETURN
7070 POKEL+Q, 32
7075 Q=Q+1
7080 GOTO7001
8000 Q=0
8001 L=7900sCO=38620
8010 POKEL+Q, 0:POKECO+Q, 4
8020 POKEL+Q+1, 61: POKEL+Q+1,
8030 FORT=1TO50:NEXT
8040 POKEL+Q+1, 62:POKECO+Q+l
8042 POKE36877,160sFORT=lTOl
8045 POKE36877,0
8050 FORT=1TO50:NEXT
8060 POKEL+Q, 32
8070 IFQ=20THENPOKEL+Q+1,32:
8075 Q=Q+1
8080 GOTO8001
9000 END
Program 2:
Spelling Critter — 64 Version
10 POKE52,48sPOKE56,48sCLR ; rem 22
20 POKE53281 , 1 sPRINT" {CLR} " : POKE53281 , 6 s P
OKE53280,6 srem 42
30 S = 54272 :V=54296 :AD=54277 sSR=5427F=5
4273sLF=SsSD=54276 : rem 117
40 FORL=STOS+24: POKEL, 0 sNEXT: POKEAD, 14 s PO
KESR,204 srem 135
50 FORI=1436T01443:POKEI, INT( RND( 1 )*25)+l
sNEXT:FORI=1445T01451 srem 216
60 POKEI, INT(RND(l)*25)+l:NEXT:FORI=l TO
{SPACE]500sNEXT srem 155
70 FORI = 1436T01443 s READLs POKEI , L+l 28 : GOSU
Bl 10 s FORJ=1TO70 sNEXTJ s POKESD , 32 :NEXTI
; rem 232
80 FORI=1445T01451s READLs POKEI, L+l 28: GOSU
B110:FORJ=lTO70sNEXTJ: POKESD, 32 sNEXTI
srem 232
90 DATA19,16,5,12,12,9,14,7,3, 18,9,20,20,
5,18 srem 195
100 POKE1444,160sGOTO 120 : rem 86
110 POKEV,15:POKEHF,40:POKELF,50:POKESD,3
3sPOKEV,0sRETURN srem 131
120 PRINT" {HOME] {WHT 3 [15 D0WNj[3 RIGHT }ON
E MOMENT PLEASE 1 "
srem 63
130 PRINTCHR$(142) s POKE563 34, PEEK( 56334) A
ND254 srem 141
140 POKEI , PEEK( 1 )AND251 :FORI=0TO511 s POKEI
+12288, PEEK(I+53248) sNEXT srem 187
150 POKEI , PEEK( 1 )0R4s POKE56334, PEEK( 56334
)0R1 srem 133
160 F0RI=1T03 :READWsFORC=WTOW+7 s READ A i POK
ECAsNEXTCtNEXTI i rem 58
170 DATA12288, 96, 128, 77,63, 31,13,0,0
srem 32
180 DATA127S4,3,52,184,240,240, 184,52,3
srem 179
190 DATA12776 , 0 , 54 , 58 , 242 , 242 , 58 , 54 , 0
srem 87
200 DIMW$(50) sCL=54272 i rem 167
210 FORJ»1T07:READM$(J) sNEXTJ i rem 49
220 POKE53272, ( PEEK( 53272)AND240)OR12
s rem 41
230 POKE53281 , 1 s PRINT" {CLR} " s POKE53281 , 6 s
POKE53280,6 * rem 93
240 R=1464:J=1:GOSUB450;GOSUB850 trem 144
250 N$=NM$sPOKE53272,21 irem 0
168 COMPUTE!'* Gazelle Juno 198-1
260 GOSUB710: POKE53281, 1 j PRINT" [CLR] " i POK
E53281,6:POKE53280,6 :rem 178
270 WG=0sRT=0 . rem 241
280 F0RB=1T0N : rem 34
290 PRINT " [ CLR} [ WHT ) " s POKE214 ,12: PRINT • Po
KE211,INT({40-LEN{W?(B)))/2)-l:PRlNTW
$(fll :rem 115
300 FORT=1TO1000:NEXT : rem 25
310 PRINT" (CLR) [WHT] {5 SPACES J TO REVIEW T
HE WORD PRESS ? KEY" : rem 68
320 POKE53272, 28 sR=I464: J=2 :GOSUB450:GOSU
B850 srem 146
330 A?=NM? srem 247
340 IFA$="THAT WORD"THENJ=6: R=1704 sGOSUBl
020sGOSUB450iR=1544sGOSUB790:GOTO290
srem 201
350 IFASC(A?)=63ORASC(A$)=47THEN290
irera 250
360 IFA$=W$ ( B ) THENGOSUB1020 : J=5 ! M? { J )=M$ (
J)+" "+N$:R=1704sGOSUB450 : rem 195
370 IFJ=5THENRT=RT+1 sGOSUB400:GOSUB5 70:GO
TO560 srem 171
380 WG=WG+1:GOSUB1020:J=3:M$(J)=M$(J)+" "
+N$:R=1704:GOSUB450:GOSUB570 s rem 186
390 J=4:R=1824sM$(J)=M$(J}+" "+W$(B):GOSU
B450:R=1544sGOSUB790:GOSUB570:rem 192
395 M$(J)="THE CORRECT ANSWER IS:":GOT059
0 : rem 216
400 REM CORRECT ANSWER SOUND : rem 227
410 POKEV,15:POKESD,17:FORS=40TO100
: rem 137
420 POKEHF,INT{RND(l)*100+40) :POKELF,S:FO
RD=1TO20:NEXT : rem 54
430 NEXT: POKESD, 16: RETURN : rem 131
440 REM MESSAGE ROUTINE : rem 167
450 C=( (R-1024J/40)-l:CN=INT((40-LEN(M$(J
) ))/2)-l :rem 19
460 FORI=lTOLEN(M$(j) ) :LR=R+CN+I : IFLR>202
3THENLR=2023 :rem 235
470 FORK=1TO20:NEXTK:POKELR+1,32 :rem 248
480 POKELR, 0 : POKELR+1 , 62 s POKELR+CL, 1 : POKE
LR+CL+1,1:GOSUB110: POKESD, 32 : rem 49
490 FORK=1TO20:NEXTK: POKELR, 32 : rem 158
500 A=ASC(MID$(M$(J), 1,1)) :IFA=32THENPOKE
LR,A:GOTO530 : rem 136
510 IFA<65ORA>90THENPOKE214, C: PRINT: P0KE2
11,CN+I:PRINTCHR$(A) :GOTO530 : rem 84
520 CH=A-64:POKELR,CH:POKELR+CL, 1 srem 19
530 NEXTI :rem 32
540 FORD=LR+lTOR+38: POKED, 0 : POKED+1 , 62 : PO
KED+CL , 3 : POKED+CL+1 , 3 : GOSUB1 10 : rem 96
550 POKESD, 32 sFORK=lTO10 sNEXTK : POKED, 32 :P
OKED+1, 32 tNEXTDs RETURN srem 66
560 POKE198,0jPRINT"E2 D0WN){15 RIGHT JhIT
ANY KEY": GOTO 580 : rem 110
570 M?(J)=MID$(M${J), 1,LEN(M$(J))-LEN(N$)
-1) : RETURN :rem 76
580 GETZ$sIFZ?=""THEN580 : rem 143
590 NEXTB :rem 31
600 REM GAME OVER ROUTINE : rem 246
610 POKE53272,21:PRINT"{CLR] {WHT}{3 DOWN}
{11 RIGHT} THE GAME IS OVER" : rem 64
620 PRINT" {3 DOWN} (2 RIGHT } RIGHT "; TAB ( 33 )
; "WRONG" :rem 41
630 PRINT" {DOWN] [2 RIGHT] "; RT;TAB ( 33 ) ;WG
: rem 56
640 PRINT" (8 DOWN] {2 SPACES} WOULD YOU LIK
E TO PLAY AGAIN (Y/N)?" : rem 63
650 GETZ$!lFZ$ = ""OR(ZS<>"Y"ANDZ$o"N")THE
N650 :rem 111
660 IFZ5="Y"THENFORI=lTON:W${I)="":NEXT:G
OTO260 :rem 149
670 PRINT" f CLR] {8 DOWN] {3 SPACES} IT HAS B
EEN VERY NICE SPELLING {10 SPACES }WITH
YOU "fN$;"." ;rem 114
680 PRINT" {2 DOWN] {4 SPACES ] PLEASE COME B
ACK TO PLAY AGAIN." : rem 2 31
690 POKE53272 , 28 :R=1704 : J=7 :GOSUB450 : POKE
53272, 21:END : rem 83
700 REM INPUT .rem 11
710 POKE53280,3:POKE53281,3 : rem 243
720 PRINT" {CLR} {BLU} {12 DOWNjHOW MANY WOR
DS DO WE HAVE TODAY" ; : INPUTZ? :N=VAL( Z
?) :rem 104
725 IFN>50ORN=0THEN720 . : rem 66
730 PRINT"ECLR][BLU}{3 DOWN} (9 SPACES]
ErVS}{ SHIFT-SPACE) CHECK YOUR SPELLING
11 {OFF} {BLU}" -rem 0
740 FORX=lTON : rem 57
750 POKE214,12:PRINT:POKE211, 5:PRINT"ENTE
R WORD # "rXr : INPUT" {LEFT}"; W?(X)
:rem 214
760 F0RI=1T017 ; POKE214, 12 : PRINT: POKE211 , 2
1+I:PRINTCHR$(32) :NEXTI :rem220
765 IFLEN(W${X) )=0ORLEN{W$ (X) ) >10THEN750
:rem 81
766 IFASC{W$(X))<65ORASC(W$(X))>90THEN750
:rem 132
770 NEXTX:RETURN s rem 79
780 REM ERASE ROUTINE : rem 25
790 FORI=.RTOR+38 , rem 234
800 CH=62:IF(I+1)/2=INT((I+1)/2)THENCH=61
: rem 22
810 POKEI+CL,l»POKEI+CL+l,l t rem 77
820 POKEI , 0 : POKEI+1 , CH i FORD=»1TO50 :NEXTD
: rem 203
830 POKEI, 32:GOSUB110: POKESD, 32 :NEXTI: POK
EI,32:RETURN : rem 160
840 REM ANSWER ROUTINE : rem 118
850 POKE198,0:POKE1561+CL,1:POKE1562+CL, 1
: POKEI 561, 0:POKE1562, 62 :CT=1:NM$=""
srem 123
860 GETZ$:IFZ$=""THEN860 : rem 145
870 IFASC(Z$)=630RASC{Z?)=47THENNM$=Z$:RE
TURN : rem 44
080 IFASC(Z$)=32THENA=32:GOTO920 : rem 151
890 IFASC ( Z? )=13ANDLEN(NM$ ) O0THEN950
srem 176
900 IFASC ( Z? ) < 650RASC { Z$ ) > 90THEN860
:rem 48
910 A=ASC{Z$)-64 srem 85
920 NM$=NM$+Z$:POKE1560+CT, As POKEI 561+CT,
0:POKE1561+CT+1,62 srem 159
930 POKEI 560+CT+CL, 1 : POKEI 56 1+CT+CL, 1 :POK
E1561+CT+CL+l,lsCT=CT+l srem 235
940 GOSUB110sPOKESD,32sGOTO860 srem 81
950 IFJolTHENRETURN : rem 49
960 FORI=1561T01582 : POKEI, 32 :F0RJ=1T0LEN(
NM$) :rem 2 50
970 A=I+J:IFA>1582THENA=1582:POKEA,32:GOT
O 990 srem 193
975 AS=ASC(MID${NM$,J,1) ) : I FAS <650RAS> 90T
HENPOKEA,32:GOTO990 : rem 164
980 POKEA+CL,l:POKEA,AS-64 : rem 41
990 NEXTJ:A=I+J+1 : IFA>1582THENA=1 582 : POKE
A,32:GOTO 1010 : rem 2
1000 POKEA-1+CL , 1 : POKEA+CL , 1 s POKEA-1 , 0 : PO
KEA,62 srem 9
1010 FORK=1TO30 : NEXTK : GOSUB1 10 s POKESD , 32 :
NEXTI sRETURN srem 229
1020 FORI=1561+LEN(NM$)T01581 srem 137
1030 POKEI +CL,1 tP0KEI+l+CL,l sPOKEI+2+CL, 1
COMPUTE*'! Gazelle Jure 1984 169
sPOKEI,32sPOKEI+l,0:POKEI+2,62
srem 238
1040 GOSUB110 ! POKESD, 32 :NEXTI : POKEI , 32 : PO
KEI+1, 32: RETURN :rem 38
1050 DATA"HI, WHAT IS YOUR NAME" : rem 33
1060 DATA "HOW DO YOU SPELL THAT WORD"
irem 144
1070 DATA"I'M SORRY, THAT IS WRONG": rem 8
1080 DATA"THE CORRECT ANSWER IS:":rem 192
1090 DATA "THAT IS RIGHT, VERY GOOD"
srem 14
1100 DATA"VERY FUNNY, WISEGUY" : rem 79
1110 DATA "BYE J [2 SPACES } BYE 1 {2 SPACES} BYE
1 " : rem 36
Word Scramble
See article on page 86.
BEFORE TYPING...
Before typing in programs, please refer to "How
To Type COMPUTERS Gazette Programs/' "A
Beginner's Guide To Typing In Programs," and
"The Automatic Proofreader" that appear before
the Program Listings.
Program 1:
Word Scramble — VIC Version
10 PRINT" { CLR} "sPOKE36879, 8: PRINT" {RED]
{7 DOWN} {5 RIGHT} WORD SCRAMBLE" : POKE36
878, 15 :rem 98
20 GOSUB1000:POKE36879,27jPRINT" {CLR}"
: rem 80
25 PRINT" {RED} EACH PLAYER TAKING" : PRINT "T
URNS ENTERS A COMMON" srem 114
30 PRINT" {RED} WORD (MAX. 10 LETTERS).":
irem 222
35 PRINT "{RED} THE COMPUTER WILL THEN";: PR
INT"SCRAMBLE THE WORD AND" t rem 139
40 PRINT" [RED} PRINT IT." : rem 169
45 PRINT" {RED}YOU HAVE THREE MINUTES" r:PR
INT "TO FIND IT." : rem 233
50 PRINT" [RED} IF FOUND WITHIN THE": PRINT"
ALLOTTED TIME, YOU WILL"? : rem 64
55 PRINT"l RED} BE GIVEN 50 POINTS .": PRINT"
EVERY WRONG GUESS THAT"; srem 221
60 PRINT "{RED} YOU MAKE WILL COST" : PRINT "Y
OU 10 POINTS. {BLU}" srem 114
65 PRINT: PRINT: PRINT: PRINT" {3 RIGHT }{RVS}
(PURjPRESS SPACE BAR[OFF}" : rem 246
70 GETA?:IFA$=""THEN70:C=0 : rem 219
80 PRINT" {CLR} {4 DOWN} (GRN} PLAYER # l'S N
AME[BLU}":INPUTP$(0) : rem 200
85 PRINT: PRINT: PRINT "{RED} PLAYER # 2'S NA
ME{BLU}" :INPUTP$(1) :reml32
90 PRINT: PRINT" { DOWN }{ PUR} "P?(C) ", ": PRINT
"{RVS} [RED] ENTER WORD TO BE": PRINT"
{ RVS } SCRAMBLED: [OFF} { BLU }" : rem 216
92 W$="":INPUTW$:IFW?=""THENPRINT"{UP}"; i
GOT092 :rem 27
95 IFLEN(W$)>10THENPRINT"{RVS} {GRN} MORE T
HAN 10 LETTERS1 {OFFHBLU} {7 UP}":GOT09
0 j rem 254
100 GOSUB200 :rem 163
110 GOSUB300 :rem 165
120 T(C)=T(C)+S(C) :rem 178
130 GOSUB400:FORI=1TO10:B? {!)="" :NEXT
:rem 184
170 COMPUTEfs Gazelle June 1984
140 GOTO90 : rem 55
200 FORI=lTOLEN(W?) : rem 126
210 A?(I)=MID?(W$,I,1) srem 107
220 NEXT srem 211
230 C$="";FORI=lTOLEN(W?) : rem 163
240 R=INT{RND(1)*LEN{W$)+1) : rem 248
250 IFB$(R)<>""THEN240 : rem 178
260 B$(R)=A?(I) srem 221
270 NEXT srem 216
271 FORI=lTOLEN(W?):C?=C?+B$(I) sNEXT
srem 111
272 IFC?=W$ANDLEN(W?)<>1THENF0RI=1T0LEN(W
$) sB?(I)="":NEXTsGOTO230 irem 201
275 PRINT" {CLR} (5 DOWN}{RVS}[7 RIGHT)
{RED} WORD HAS {11 RIGHT} BEEN SCRAMBLED
{OFF} {BLU}" :rem 255
280 PRINT" E 6 DOWN} E 3 RIGHT ] {GRN }PRESS SPA
CE BAR {9 RIGHT] WHEN READY J BLU }"
srem 223
285 GETC$:IFC?=""THEN285 srem 101
290 PRINT" {CLR} {5 DOWN} (7 RIGHT}"; srem 90
295 FORl=lTOLEN(W?):PRINT"ERED}";B5(I); :N
EXT srem 162
298 RETURN srem 131
300 X=51:S{C)=50 srem 81
310 TI?="000000" srem 246
320 PRINT:PRINT:PRINT:PRINT : rem 119
325 SC=7885:CC=38605 :rem 76
330 FORI=lTOLEN(W$) srem 130
335 POKESC,99:POKECC,2 srem 75
340 GETC? srem 222
350 PRINT" {HOME} {RVS } "MID? (TI$, 4,1)"
{OFF} MINUTES {2 SPACES} {RVS } "RIGHT? (TI
$,2)" {OFF} SECONDS" srem 95
355 IFTI $= "000300 "THENGOSUB500SGOTO390
: rem 228
360 IFC?=""THEN340 srem 214
365 PRINT" (4 DOWN}" : rem 179
370 IFCS=A$(I)THENPRINTTAB(X)A?(I); s POKE3
6875, 200 sFORT=lTO100:NEXTsPOKE36875,0
:GOTO380 srem 230
375 IFS(C)<10THENGOSUB550sGOTO390 srem 10
378 IFC$<>A?(I)THENS(C)=S(C)-10:POKE36877
, 220 :FORT=1TO100: NEXT: POKE36877,0: GOT
033 5 srem 131
380 X=X+l:SC=SC+lsCC=CC+lsNEXT :rem 59
390 RETURN : rem 124
400 IFC<>lTHENC=ls RETURN srem 11
410 PRINT" {CLR} {5 DOWN} {7 RIGHT} (RED}
{RVS]SCORES{OFF} [BLU}" srem 199
420 PRINT" [7 RIGHT} |6 T| *' srem 4
430 PRINT"{DOWN}"P$(0) ,P?{1) : rem 144
440 PRINTT(l) ,T(0) :rem 252
450 C=0: RETURN srem 99
500 PRINT"ECLR} {4 DOWN } { 3 RIGHT}[RVS}
(REDjYOUR TIME IS UP. {OFF} [BLU}"
srem 96
510 PRINT" E 2 DOWN} [2 RIGHT} WORD WASs"WS".
":S{C)=0 srem 159
520 FORT=lTO5000s NEXT s RETURN srem 59
550 PRINT" {RVS} [RED} {2 DOWN} YOU RAN OUT 0
F POINTS. [OFF} [BLU}" srem 226
560 PRINT" [2 DOWN} [PUR} WORD WAS s [ BLU} "W$ "
. " srem 151
570 FORT=lTO2000sNEXT t rem 35
580 RETURN irem 125
1000 FOKS=250TO235STEP-lsPOKE36874,SsPOKE
36878,S-235:FORT=lTO100sNEXTT,S
srem 188
1010 POKE36874,0sPOKE36878,15sRETURN
srem 126
Program 2:
Word Scramble — 64 Version
1 POKE53 280,6sPOKE53281,l srem 141
5 SN-54272 -rem 23
6 POKESN+24 , 15 t POKESN+5 , 17 t POKESN+6 , 240 1 P
OKESN.100 trem 27
10 PRINT"(CLR}"iPRINT"[RED}{9 DOWN}
{13 RIGHT} WORD SCRAMBLE" : rem 131
20 GOSUB1000sPRINT"{CLR}" : rem 65
25 PRINT" {RED} {2 DOWN} EACH PLAYER TAKES A
TURN ENTERING A{5 SPACES } COMMON " ;
srem 247
30 PRINT"WORD (A MAXIMUM OF 10 LETTERS)."
:rem 103
35 PRINT" [ DOWN }THE COMPUTER WILL THEN SCR
AMBLE THE WORD"; srem 162
40 PRINT"AND PRINT IT." j rem 96
45 PRINT" £ DOWN } YOU HAVE THREE MINUTES TO
{SPACEjFIND IT." :rem 152
50 PRINT" [DOWN] IP FOUND WITHIN THE ALLOTT
ED TIME, YOU" -rem 183
55 PRINT"WILL BE GIVEN 50 POINTS."
srem 227
60 PRINT" [DOWNJfOR EVERY WRONG GUESS THAT
YOU MAKE, YOUWILL LOSE 10 POINTS.
(BLU}" -rem 57
65 PRINT" [3 DOWN} {7 RIGHT} {RVS ] {PUR } PRESS
SPACE BAR WHEN READY {OFF}" srem 239
70 IFPEEK(197)<>60THEN70 : rem 131
75 POKE198,0 :rem 153
80 PRINT"{CLR}{4 DOWN) {GRN} PLAYER # l'S N
AME{BLU}"tINPUTP$(0) j rem 200
85 PRINT" {3 DOWN} {PUR} PLAYER # 2'S NAME
{BLU}"jINPUTP?(l) srem 169
90 PRINT" (HOME) {16 DOWN} ( RED} " ;P$ (C) ! " EN
TER WORD TO BE SCRAMBLED: [OFF] [BLU } "
srem 151
92 W$=""sINPUTW$sIFW$=""THENPRINT"(UP}"; s
GOT092 srem 27
95 IFLEN(W$)>10THENPRINT"(RVS} (GRNjNO MOR
E THAN 10 LETTERS {OFF} { BLU} " :GOTO90
srem 131
100 GOSUB200 :rem 163
110 GOSUB300 srem 165
120 T(C)=T(C)+S(C) srem 178
130 GOSUB400;FORI=lTO10tBS{I)=""sNEXT
srem 184
140 GOTO90 srem 55
200 FORI=lTOLEN(W$) srem 126
210 A$(I)=MIDS(W$,I,1) :rem 107
220 NEXT srem 211
230 C$=""sFORI=lTOLEN(W$) srem 163
240 R=INT(RND(1)*LEN{W$)+1) srem 248
250 IFB$(R)o""THEN240 srem 178
260 8$(R}=A$(I) trem 221
270 NEXT srem 216
271 FORI=1TOLEN(W$ ) sC$=C$+B$(I) :NEXT
srem 111
272 IFC$=W$ANDLEN(W$)<>1THENF0RI=1T0LEN(W
$}sB${I)="":NEXTsGOTO230 trem 201
275 PRINT"{CLR) {5 DOWN} {8 SPACES] [RVS}
{REDjWORD HAS BEEN SCRAMBLED . [OFF}
{BLU]" srem 35
280 POKE 198, 0 s PRINT" {6 DOWN ) { 7 SPACES}
[GRN (PRESS SPACE BAR WHEN READY { BLU ]"
:rem 234
285 IFPEEK(197)<>60THEN285 srem 243
290 PRINT "{ CLR} [5 DOWN} [15 RIGHT}";
srem 66
295 FORI=lTOLEN(W$) s PRINT" { RED} " ; B$ ( I ) ; sN
EXT :rem 162
29G POKE198,0: RETURN srem 234
300 X=95sS{C)=50 srem 89
310 TI$="000000" .rem 246
320 PRINT: PRINTs PRINTS PRINT srem 119
325 SC=1399sCC=SC+54272 i rem 5
330 FORI=lTOLEN(W$) : rem 130
335 POKESC,99:POKECC,2 srem 75
340 GETC? :rem 222
350 PRINT"{HOME}{RVS) [9 RIGHT] "MID$ {TIS, 4
,1)" [OFF] MINUTES {2 SACES } { RVS] " RIGH
T$(TIS,2)" { OFF} SECONDS" srem 100
355 IFTI$="000300"THENGOSUB500:GOTO390
srem 228
360 IFC$=""THEN340 srem 214
365 PRINT" (4 DOWN)" srem 179
370 IFC$=A?(I)THENPRINTTAB(X)A${I); sBY=50
sLN=50sGOSUB600sGOTO380 srem 141
375 IFS(C)<10THENGOSUB550:GOTO390 srem 10
378 IFC$ < >AS ( I ) THENS ( C ) =S { C ) -10 : BY=20 s LN=
120:GOSUB600:GOTO335 j rem 79
380 X=X+ltSC=SC+l:CC=CC+lsNEXT srem 59
390 RETURN -rem 124
400 IFC<>lTHENC=lsRETURN srem 11
410 PRINT" {CLR} {5 DOWN} {17 RIGHT} {RED}
{RVS} SCORES [OFF] [BLU}" srem 233
420 PRINT" {17 RIGHT} £6 T3" srem 38
430 PRINT"{DOWN} [10 RIGHT} "P$ (0) ?TAB( 25} ;
P$U) srem 139
440 PRINT"{9 RIGHT]"T{1) ;TAB( 24) ; T( 0 )
srem 29
450 C=0s RETURN irem 99
500 PRINT" {CLR) {4 DOWN J [12 RIGHT} {RVS)
{REDjYOUR TIME IS UP{OFF] (BLU}"
srem 55
510 PRINT" {2 DOWN} {10 RIGHTjWORD WAS "W$"
."sS(C)=0 srem 77
520 FORT=l TO 5000! NEXT s RETURN srem 59
550 PRINT" {RVS} [RED] {2 DOWN} [9 RIGHT] YOU
{SPACE]RAN OUT OF POINTS{OFF} {BLU} "
:rem 185
560 PRINT" [2 DOWN] [PUR] [10 RIGHT}W0RD WAS
[BLU]"WS"." srem 127
570 FORT=1TO2000:NEXT srem 35
580 RETURN srem 125
600 POKESN+l,BY;POKESN+4,33sFORQQ=lTOLNsN
EXT sPOKESN+4, 32 s RETURN srem 127
1000 FORBY=50TO20STEP-1 t LN=20 SGOSUB600 :NE
XT:FORI=lTO500sNEXT srem 73
1010 RETURN srem 162
The Beginner's
Corner
Sir article on page SS.
Program 1 : Tic-Tac-Toe (64 Version)
100 REM TIC-TAC-TOE srem 111
110 GOTO 560 srem 102
120 REM X srem 207
130 POKE M, A: POKE M+4,AsPOKE M+41,A
srem 178
140 POKE M+43,AsPOKE M+82,AsPOKE M+121,A
srem 170
150 POKE M+123,A:POKE M+160,A:POKE M+164,
A srem 14
160 RETURN srem 119
170 REM O :rem 203
COMPUTEI's Gazette June 1984 171
180 POKE M, 233: POKE M+4, 223: POKE M+160,95
sPOKE M+164,105 srem 1
190 FOR 1=1 TO 3 :rem 14
200 POKE M+I,A:POKE M+I+160,A : rem 72
210 POKE M+40*I,A:POKE M+40*I+4,A : rem 2
220 NEXT I :rem 28
230 POKE M+82,32 : rem 55
240 RETURN : rem 118
250 FOR I=M+C TO M+C+160 STEP 40 : rem 127
260 POKE I,CC(N):POKE 1+1 , CC (N) : POKE 1+2,
CC(N):POKE 1+3 , CC (N) : POKE I+4,CC(N)
srem 227
270
280
290
300
310
320
330
340
350
360
370
380
390
400
410
420
430
440
450
460
470
480
490
500
510
520
5 30
540
550
560
570
580
590
600
610
620
630
640
650
660
670
680
690
700
710
720
NEXT I
RETURN
REM TONE
POKE PI, 42: POKE F2 , 62
POKE W, 17
: rem 33
: rem 122
srem 181
:rem 64
srem 174
FOR D=l TO 60tNEXT Ds POKE W, 0 : rem 16
RETURN :rem 118
X=N:P{E)=X:M=S(E) 5 ON X GOSUB 130,130,
180 srem 164
GOSUB 250 :rem 175
FOR 1=1 TO 7 STEP 3 srem 128
IF P(I)<>P(I+1) THEN 400 srem 150
IF P(I)<>P(I+2) THEN 400 : rem 152
ON P(I)+1 GOTO 400,1550,1550,1550
: rem 49
NEXT I :rem 28
FOR 1=1 TO 3 :rem 9
IF P{I)<>P{I+3) THEN 450 : rem 153
IF P(I)oP(l + 6) THEN 450 : rem 157
ON P(I)+1 GOTO 450,1550,1550,1550
:rem 50
NEXT I srem 33
IF P(5)<>X THEN 490 : rem 157
IF (P(1)=X) AND (P(9)=X) THEN 1550
srem 111
IF (P(3)=X) AND (P(7)=X) THEN 1550
:rem 112
srem 23
: rem 67
srem 30
srem 133
: rem 160
: rem 2 50
: rem 122
FOR 1=1 TO 9
IF P(I)=0 THEN 540
NEXT I
PRINT "TIE GAME I "
GOTO 1590
N=ABS(N-4)
RETURN
PRINT "{CLR) (BLU}" :POKE 53281,1
:rem 231
W=54276:POKE W,0 : rem 84
PRINT TAB( 15 ) "TIC-TAC-TOE" : rem 246
FOR 1=1 TO 9: READ S(I):NEXT I : rem 29
DATA 1114,1122,1130,1434,1442 : rem 73
DATA 1450,1754,1762,1770 :rem 111
PRINT "{2 DOWN}CHOOSE ONE OF THE POSI
TION NUMBERS." srem 99
PRINT "{DOWN) TRY TO GET THREE IN A RO
W, " : rem 115
POKE 54296, 15 :F1=54273:F2=54272:C=F2
: rem 125
POKE W+l, 128: POKE W+2, 16 : rem 244
A=160:CC(1)=6:CC(3)=10 : rem 72
PRINT "{DOWN} ALTERNATE TURNS WITH THE
COMPUTER. " :rem 117
PRINT "[DOWN) {BLK}X[BLU} GETS FIRST M
OVE. " :rem 167
Y=3sZ=l:CH=2 : rem 158
PRINT "{2 DOWN) CHOOSE {2 SPACES ) {BLK)F
l(BLU) FOR EBLK)x{BLU}" : rem 95
PRINT TAB(8)"{BLK]F3{BLU) FOR {BLK}0
{BLU}" : rem 214
GET E$:IF E$<>"{F1)" AND E$o"[F3l" T
HEN 720 i rem 159
730 IF E$="{F1)"THEN Y=1:Z=3 : rem 146
740 POKE 198,0 : rem 200
750 PRINT "(2 DOWN} CHOOSE {2 SPACES ) { BLK } P
1{BLU] BEGINNER" : rem 192
760 PRINT TAB{8)"(BLK}F3{BLU) INTERMEDIAT
E" :rem 113
770 GET E$:IF E$o"{Fl)" AND E$o"(F3j" T
HEN 770 :rem 169
780 IF E$="{F1}" THEN CH=1 : rem 197
790 PRINT "[CLR)"sCT=INT(14*RND{0})+2
srem 159
800 FOR 1=1 TO 9:P(I)=0:NEXT I : rem 101
810 FOR 1=1080 TO 1960 STEP 40 :rem 226
820 POKE I, A: POKE I+C.CT : rem 98
830 POKE 1+8, As POKE I+8+CCT srem 41
840 NEXT I srem 36
850 FOR 1=1353 TO 1375 : rem 73
860 POKE I, A .-POKE I+C,CT:POKE 1 + 320, A: POK
E I+320+C,CT :rem 232
870 NEXT I : rem 39
880 FOR 1=1 TO 9: POKE S ( I )+82 , 1+48 : rem 17
B90 POKE S(l)+82+C,0sNEXT I srem 2 22
900 N=l :rem 85
910 IF CH=2 THEN 1040 srem 23
920 IF Y=l THEN 970(5 SPACES) :rem 192
930 REM COMPUTER'S MOVE : rem 160
940 E=INT(9*RND(0)+1) :IF P(E)<>0 THEN 940
: rem 164
950 GOSUB 340 : rem 181
960 REM YOUR MOVE : rem 9
970 GOSUB 300 :rem 179
980 GET E?:IF E$=""THEN 980 : rem 109
990 IF E?<"1" OR E$>"9" THEN 980 : rem 224
1000 E=VAL(E?):IF P(E)<>0 THEN 970 : rem 8
1010 GOSUB 340 :rem 217
1020 ON CH GOTO 940,1060 srem 180
1030 REM COMPUTER'S MOVE : rem 200
1040 IF Y=l THEN 970 srem 234
1050 REM CENTER POSITION : rem 224
1060 IF P(5}=0 THEN E=5:G0T0 15 20: rem 186
1070 IF P(5)=X THEN 1140 : rem 183
1080 REM DIAGONALS : rem 63
1090 IF P(1)=0 AND P(9)=Z THEN E=1:G0T0 1
520 :rem 249
1100 IF P(1)=Z AND P{9)=0 THEN E=9:G0T0 1
1110
1120
520
IF P(3)=0 AND P(7)=Z THEN
520
IF P(3)=Z AND P(7)=0 THEN
520
1130 REM COLUMNS
1140 FOR K=l TO 3
; rem 249
E=3:GOTO 1
: rem 244
E=7:GOTO 1
:rem 249
srem 202
: rem 60
1150 IF P(K)=X OR P(K+3)=X OR P(K+6)=X TH
EN 1200 :rem 204
1160 IF P(K)+P(K+3)+P(K+6)<>2*Z THEN 1200
srem 82
1170 IF P(K)=0 THEN E=K:GOTO 1520: rem 232
1180 IF P(K+3)=0 THEN E=K+3 :GOTO 1520
: rem 165
1190 E=K+6:GOTO 1520 srem 52
1200 NEXT K :rem 77
1210 REM ROWS : rem 243
1220 FOR K=l TO 7 STEP 3 : rem 174
1230 IF P(K)=X OR P(K+1)=X OR P(K+2)=X TH
EN 1280 : rem 205
1240 IF P(K)+P(K+1)+P(K+2)<>2*Z THEN 1280
:rem 83
1250 IF P(K}=0 THEN E=K:GOTO 1520: rem 231
1260 IF P(K+1)=0 THEN E=K+1 (GOTO 1520
: rem 160
172 COMPUTEfs Gazette June 198<1
1270
1280
1290
1300
1310
1320
1330
1340
1350
1360
1370
1380
1390
1400
1410
1420
1430
1440
1450
1460
1470
1480
1490
E=K+2sG0T0 1520
NEXT K
REM PREVENT COLUMN
FOR K=l TO 3
: rem 47
:rem 85
:rem 162
: rem 58
IF P(K)=Z OR P{K+3)=Z OR P{K+6)=Z TH
EN 1360 :rem 215
IF P(K)+P(K+3)+P(K+6)<>2*X THEN 1360
:rem 85
IF P{K)=0 THEN E=K:GOTO 1520: rem 2 30
IF P(K+3)=0 THEN E=K+3:GOTO 1520
:rem 163
E=K+6sGOTO 1520 : rem 50
NEXT K :rem 84
REM PREVENT ROW : rem 203
FOR K=l TO 7 STEP 3 : rem 181
IF P(K)=Z OR P{K+1)=Z OR P(K+2)=Z TH
EN 1440 :rem 216
IF P(K)+P(K+1)+P(K+2)<>2*X THEN 1440
: rem 77
IF P(K)=0 THEN E=K:GOTO 1520: rem 229
IF P(K+1)=0 THEN E=K+lsG0TO 1520
: rem 158
: rem 45
: rem 83
:rem 187
E=liGOTO 1
: rem 248
E=9sGOTO 1
: rem 1
E=K+2sG0TO 1520
NEXT K
IF P(5)=Z THEN 1500
IF P(1)=0 AND P(9)=X THEN
520
IF P(1)=X AND P(9)=0 THEN
520
IF P{3)=0 AND P(7)=X THEN E=3:GOTO 1
520 :rem 252
IF P(3)=X AND P{7)=0 THEN E=7:G0TO 1
520
: rem 1
1500
GOTO 940
:rem 156
1510
REM
:rem 171
1520
GOSUB 340
i rem 223
1530
GOTO 970
: rem 162
1540
REM GAME OVER
:rem 4
1550
IF XOY THEN 1580
: rem 130
1560
PRINT "YOU WIN1 1 1"
srem 235
1570
GOTO 1590
: rem 213
1580
PRINT "COMPUTER WINS L ! "
:rem 145
1590
FOR 1=1 TO 20
; rem 114
1600
POKE FI,INT(60*RND(0)+30)
srem 88
1610
POKE F2, INT(200*RND(0}+10)
:rem 132
1620
GOSUB 310
:rem 221
1630
NEXT I
.-rem 82
1640
PRINT "{22 DOWNjTRY AGAIN?
(Y/N)",-
:rem 18
1650
GET E$:IF E$="N" THEN 1690
: rem 21
1660
IF ESo"Y" THEN 1650
: rem 215
1670
CLR
s rem 175
1680
GOTO 560
:rem 163
1690
PRINT "{CLR}"
: rem 52
1700
END
srem 159
Pro
gram 2: TIc-Tac-Toe (VIC Version)
1 GOTO 2 8
:rem 212
2 POKEM,77:POKEM+3,78sPOKEM+23,
77tPOKEM+2
4,78sPOKEM+45,78 :rem 158
POKEM+46 , 77 : POKEM+66 , 78 s POKEM+69 , 77 : RET
URN srem 202
POKEM, 85 : POKEM+1 , 67 s POKEM+2, 67 s POKEM+3 ,
73 iPOKEM+22 , 66 :POKEM+23 , 32 s POKEM+25 , 93
srem 222
POKEM+44 , 66 s POKEM+47 , 93 s POKEM+66 , 74 s POK
EM+67 , 64 s POKEM+68 , 64 s POKEM+69 , 75 : RETURN
srem 111
FORI=M+C TOM+C+66 STEP22 s POKEI ,CC(N) s PO
KEI+1,CC(N) sPOKEI+2,CC{N) srem 181
POKEI+3,CC{N) sNEXTsRETURN srem 241
8 POKEP1.231 srem 160
9 FORD=lTO60s NEXT sPOKEFl, 0 s RETURN srem 170
10 X=NsP{E)=XsM=S(E) sONX GOSUB2,2,4
srem 69
11 GOSUB6 srem 24
12 F0RI=1T07STEP3 srem 74
13 IFP(I)<>P(I+1)THEN16 : rem 51
14 IFP(I) <>P(I+2)THEN16 srem 53
15 ONP(I)+lGOT016, 89, 89,89 srem 192
16 NEXT :rem 166
17 F0RI=1T03 srem 2 20
18 IFP(I)<>P(I+3)THEN21 srem 54
19 IFP{I)<>P(I+6)THEN21 srem 58
20 ONP(l)+lGOT021,89,89,89 srem 184
21 NEXT :rem 162
22 IPP(5)<>X THEN25 srem 49
23 IF(P(1)=X)AND(P(9)=X)THEN89 : rem 223
24 1F(P(3)=X)AND(P(7)=X)THEN89 srem 224
25 FORI=lTO9sIFP<I)=0THEN27 srem 153
26 NEXT: PRINT "TIE GAME !": GOTO 9 2 :rem 173
27 N=ABS(N-4) : RETURN : rem 228
28 PRINT " [ CLR } { BLU } " : PRINTTAB ( 5 ) "TIC-TAC-
TOE" : F0RI=1T09 : READS ( I ): NEXT srem 191
29 DATA7726, 7 733, 7 740, 7880, 7887, 7894, 8034
,8041,8048 srem 98
30 PRINT" {2 DOWN} CHOOSE ONE OF THE": PRINT
"POSITION NUMBERS. " SPRINT" (DOWN} GET 3
[SPACE} IN A ROW." : rem 102
31 POKE36878, 15 sFl=36876 :C=30720 :CC(1 )=6s
CC(3)=2sY=3sZ=lsH=2 srem 69
32 PRINT" (DOWN) (BLK}X{BLU} GETS FIRST MOV
E. "sPRINT"{DOWN)CHOOSE {blk}fi(blu} FO
R (BLK}X":PRINTTAB(7)"F3{BLU} FOR
{BLK)0[BLU}" srem 8
33 GETE$ s IFE$o"{Fl } "ANDE? <> " {F3 } "THEN33
srem 57
34 IFE$="{Fl}"THENY=lsZ=3 srem 95
35 PRINT" (2 DOWN} CHOOSE {BLK}F1{blu] BEG I
NNER" s PRINTTAB ( 7 ) " { BLK } F3 { BLU } INTERME
DIATE" srem 153
36 GETES s IFE$ <> " (Fl ) "ANDES <>" {F3 ] "THEN36
:rem 63
37 IFE$="{F1}"THENH=1 srem 77
38 PRINT" {CLR} " :T=INT ( 6*RND( 0 ) )+2:FORI=lT
O9:P(I)=0:NEXT srem 1B2
39 FORI=7709TO8129STEP22s POKEI, 160:POKEI+
C,Ts POKEI+7, 160s POKEI + 7+C, T sNEXT
srem 46
40 FORI=7835T07B54s POKEI, 160s POKEI+C, Ts PO
KEI+154, 160sPOKEI+154+C,T:NEXT srem 80
41 FORI=lT09sPOKES(l)+23,I+48sPOKES(I)+23
+C,0:NEXT srem 250
42 N=1:IFH=2THEN51 srem 55
43 IFY=1THEN46 srem 86
44 E=INT(9*RND(0)+1) : IFP(E) O0THEN44
srem 58
45 GOSUB10 srem 74
46 GOSUB8 srem 34
47 GETE?sIFES=""THEN47 srem 1
48 IFES<"l"ORE$>"9"THEN47 srem 116
49 E=VAL(E?) sIFP(E)<>0THEN46 srem 126
50 GOSUBlOsONH GOT044,52 srem 153
51 IFY=1THEN46 srem 85
52 IFP(S)=0THENE=5sGOTO88 srem 2
53 IFP(5)=X THEN58 srem 254
54 IFP(l)=0ANriP(9}=Z THENE = lsGOT088
s rem 64
55 IFP(1)=Z ANDP(9)=0THENE=9:GOTO88
srem 73
56 IFP(3)=0ANDP(7)=Z THENE=3sGOTOS8
srem 68
COMPUTE!'! Gazette Juno 1984 173
57 IFP(3)=Z ANDP(7)=0THENE=7:GOTO88
:rem 73
58 F0RK=1T03 s IF { P { K ) =X ) + ( P { K+3 )=X ) + ( P ( K+6
)=X)T!IEN63 srem 207
59 IFP(K)+P(K+3)+P(K+6)<>2*Z THEN63
:rem 158
60 IF P(K)=0THENE=KsGOTO88 : rem 45
51 IFP(K+3)=0THENE=K+3:GOTO88 : rem 234
62 E=K+6sG0T088 srem 121
63 NEXT :rem 168
64 FORK=lT07STEP3sIF(P{K)=X)+(P{K+l)=X)+(
P{K+2)=X)THEN69 : rem 63
65 IFP(K)+P(K+1)+P(K+2)<>2*Z THEN69
: rem 155
66 IFP(K)=0THENE=K:GOTO88 : rem 51
67 IFP<K+l)=0THENE=K+lsGOTO88 : rem 236
68 E=K+2:GOT088 : rem 123
69 NEXT ;rem 174
70 F0RK=1 TO 3 s IF ( P ( K ) =Z ) + ( P ( K+3 ) =Z ) + ( P ( K+6
)=Z)THEN75 :rem 210
71 IFP(K)+P(K+3)+P(K+6)<>2*X THEN75
: rem 153
72 IFP(K)=0THENE=K:GOTO88 : rem 48
73 IFP{K+3)=0THENE=K+3:GOTO88 : rem 237
74 E=K+6:G0T08B : rem 124
75 NEXT irem 171
76 FORK=lT07STEP3:IF(P{K)=Z)+(P(K+l)=Z)+(
P(K+2)=Z)THEN81 : rem 66
77 IFP(K)+P(K+l)+P(K+2) <>2*X THEN81
: rem 150
78 IFP(K)=0THEN E=KsGOT088 srem 54
79 IFP(K+l)=0T[IENE=K+lsGOTO88 : rem 239
80 E=K+2:GOT088 : rem 117
81 NEXT :rem 168
82 IFP{5)=Z THEN87 : rem 4
83 IFP(1)=0ANDP(9)=X THENE=1 :G0T088
:rem 64
84 IFP(1)=X ANDP(9)=0TUENE=9:GOTO88
:rem 73
85 IFP(3}=0ANDP{7)=X THENE=3 SG0TO88
:rem 68
86 IFP(3)=X ANDP(7)=0THENE=7:GOTOB8
:rem 73
87 GOT044 : rem 16
88 GOSUB10;GOTO46 : rem 46
89 IFXOY THEN91 srem 196
90 PRINT"YOU WIN1 I 1 ":GOT092 : rem 102
91 PRINT "COMPUTER WINS 11 " : rem 45
92 FORI=lTO20sPOKEFl,INT(20*RND(0)+200) :G
0SUE9:NEXT : rem 112
93 PRINT" (20 DOWN} TRY AGAIN? (Y/N)"s
: rem 145
94 GETESsIFE$="N"THEN97 : rem 86
95 IFE$o"Y"THEN94 : rem 25
96 CLR:GOT028 : rem 45
97 PRINT" {CLR}" :END srem 229
Inside Random
Numbers
See article on page 98.
BEFORE TYPING...
Before typing in programs, please refer to "How
To Type COMPL'TEI's Gazette Programs," "A
Beginner's Guide To Typing In Programs," and
"The Automatic Proofreader" that appear before
the Program Listings.
Random Number Test
1 PRINT" (CLR) (DOWN) PRESS {RVS}R{OFF} TO
(SPACE) RANDOMIZE. " : rem 163
2 GETA5: IFA9=""THEN2 : rem 135
3 IFA$="R"THENX=RND(-TI) : rem 189
5 P0KE56, 27: CLR: PRINT" {CLR} {DOWN} PLEASE
{ SPACE} WAIT. .. " : rem 167
7 B«=7168:C = 7679:FORA=BTOC:POKEA,0:NEXT
srem 105
10 B=885:C=947:FORA=BTOC:READD:POKEA, D:NE
XT irem 215
20 PRINT" {CLR} {DOWN} ( RVS } V{ OFF } IC OR 64?
:rem 167
25 PRINT" {DOWN} PRESS {RVS}V(OFF} FOR VIC
:rem 153
26 PRINT" ( RVS } RETURN [OFF] FOR 64."
:rem 60
30 GETA$:IFA?=""THEN30 : rem 233
35 IFASo"V"THEN50 :rem 4
40 POKE888,39.-POKE892, 148 : rem 168
50 PRINT" {CLR} {DOWN} PRESS {RVS}F1(oFF} T
0 TEST" :rem 101
51 PRINT" RANDOM SEEDS." : rem 154
60 PRINT" [DOWN) PRESS {RVS}F3{OFF} TO TES
T" :rem 213
61 PRINT" BASIC (RVS) RNDEOFF) COMMAND."
:rem 79
70 GETA$:IFA$=""THEN70 srem 241
80 IFA$=" (F1}"THENGOTO1000 :rem 139
90 IFA$="{F3}"THENGOTO2000 : rem 142
100 GOTO50 :rem 47
885 DATA165, 197,201,4, 240,55, 32, 151
srem 243
893 DATA224, 165 , 143 , 133 , 2 51 , 169, 254, 133
srem 191
901 DATA253,169,27,133,254,160,255,24
srem 86
909 DATA165, 253, 105,2, 133, 253 , 165 , 254
srem 86
917 DATA10S.0, 133, 254, 200, 196,2 51,208
srem 75
925 DATA238, 160,0, 24, 177, 253, 105 , 1
srem 184
933 DATA145, 253, 200, 177, 253, 105, 0,145
srem 76
941 DATA2 53, 201, 255,208, 195,96,0,0
srem 189
1000 PRINT" [CLR} {DOWN} PRESS 1-5 TO TEST"
srem 57
1010 PRINT" RANDOM SEEDS." srem 246
1020 PRINT" (2 DOWN} [ RVS } PRESS {4 SPACES )T
EST BYTEs [OFF)" srem 149
1030 PRINT" {DOWN) [3 SPACES }1 [9 SPACES) 139
srem 116
1040 PRINT" {3 SPACES}2{9 SPACES}140"
srem 93
1050 PRINT"[3 SPACES)3{9 SPACES}141"
: rem 96
1060 PRINT" {3 SPACES}4{9 SPACES} 142"
srem 99
1070 PRINT" (3 SPACES}5{9 SPACES]l43"
:rem 102
1080 GETA$sIFA$=""THEN1080 : rem 181
1090 A=VAL(A$) sIFA<lORA>5THEN1000srem 157
1100 POKE895, 138+A srem 203
1110 PRINT" {CLR} (DOWN) TESTING RANDOM SEE
D" :rem 56
1120 PRINT" BYTE " ;A+138; " {LEFT) ." s rem 86
1130 PRINT" {DOWN} PRESS (RVSlFljOFF) TO S
TOP. " srem 102
1140 SYS885sGOTO3000 srem 160
2000 P0KE945,4sP0KE946, 169 : POKE947 , 255 s PO
174 COMPUTE!'! Gazette Juno 19B4
2036 PRINT" SEPARATED BY A COMMA.
KE948, 133: POKE949, 176: POKE950, 96
i rem
2002 FORA=891T0897 : POKEA, 234 s NEXT: rem
2005 PRINT" [CLR} (DOWN] TESTING BASIC
.{RVSjRND(OFF)" :rem
2010 PRINT" COMMAND." : rem
2020 PRINT" [DOWN} ENTER NUMBER RANGE:"
: rem
2030 PRINT" (0 - 255)" : rem
2035 PRINT" {DOWN! ENTER TWO NUMBERS"
:rem
f DOWN } "
:rem 189
srem 5
:rem 176
: rem 179
RVS ) RND
: rem 17
;B
:rem 251
(RVSjFlfOFF) TO
srem 125
Z=255sR=(ABS(A-B))+lsPOK
:rem 54
4210
236
4220
254
4230
68
4240
193
4400
4410
148
4500
224
45L0
4520
64
4530
J
5000
INPUTA,B
IFA<0ORA>2 55THEN2000
IFB<0ORB>255THEN2000
PRINT" {CLR} {DOWN] TESTING |
{OFF} COMMAND."
PRINT" {DOWN} RANGE= "?A;"-'
PRINT" {2 DOWN} PRESS
STOP . "
X=251:Y=176
EY,0
2040
2050
2060
2070
2080
2090
2100
2110
2120
2130
2140
3000
3010
3020
3030
3100
3110
3120
3200
3210
3220
3500
4000
4002
4004
4006
4008
4009
4010
4020
4030
4035
4040
4100
4110 PRINT
IFA<BTHENL=A : rem 11
IFB<ATHENL=B : rem 13
POKEX, INT{ (RND(1)*R)+L) : SYS885 : IFPEE
K(Y)=ZTHEN3000 :rem 94
GOTO2130 :rem 198
POKE198,0:GOSUB3500 : rem 114
B=7168:C=7678:Q=256:L=20:FORA=BTOCST
EP2 : rem 110
PRINTCT,PEEK(A)+Q*PEEK(A+1) :N=N+lsCT
=CT+1:IFN=>LTHENGOSUB3200 : rem 71
NEXT :rem 5
PRINT" {2 DOWN ]{ 2 SPACES }( PRESS ANY K
EY)" : rem 102
GETA$:IFA$=""THEN3110 : rem
GOTO4000 : rem
N=0 : rem
173
195
128
GETA?:IFA$=""THEN3210 : rem 175
GOSUB3500: RETURN :rem 41
PRINT" {CLR} NUMBER", "COUNT { DOWN } " : RET
URN :rem 25
PRINT" {CLR] [DOWN] REQUEST ANALYSIS?"
:rem 5
PRINT" {DOWN} (PRESS {RVS)y{OFF} OR
{RVS}N{OFF} )" :rem 22
GETA$:IFA$=""THEN4004 : rem 179
IFA$<>"Y"THEN5000
PRINT" [CLR] [DOWN] PLEASE
B=7168:C=7678:D=2:TT=0:CT=0:
65535:ZZ=0:G=256
FORA=BTOCSTEPD
N=PEKK(A)+G*PEEK(A+1 )
IFN=0THENZZ=ZZ+1:GOTO4040
GOSUB4500
NEXT
PRINT" {CLR) {DOWN} (RVS)RANI
ISi"
{DOWN} TOTAL NUMBERS
4120 PRINT" (3 SPACES} "rCT
4130 PRINT" [DOWN} TOTAL COUNT:"
4140 PRINT" (3 SPACES} ";TT
4150 PRINT" (DOWN} AVERAGE COUNT:
4160 PRINT" (3 SPACES} ";TT/CT
4170 PRINT" [DOWN} LOWEST COUNT t '
4180 PRINT"(3 SPACES}";LO
4190 PRINT" {DOWN} HIGHEST COUNT:
4200 PRINT" {3 SPACES} " r HI
PRINT" { DOWN] TOTAL ZEROES : "
PRINT" {3 SPACES} " ; ZZ
CLR: PRINT "(DOWN} (RVS}r{0FF}
T ANALYSIS. "
GETA$ : I FA$=" "THEN4240
IFA$="R"THEN3000
GOTO5000
CT=CT+1:TT=TT+N
IFN>HITHENHI=N
IFN<LOTHENLO=N
RETURN
PRINT" {CLR} PROGRAM ENDED."
:rem 63
: rem 136
TO REPEA
:rem 178
:rem 183
:rem 129
:rem 199
:rem 208
:rem 193
: rem 212
srem 172
: rem 207
Power BASIC
See article on page 112.
BEFORE TYPING...
Before typing in programs, please refer to "How
To Type COMPUTE!'* Gazette Programs," "A
Beginner's Guide To Typing In Programs," and
"The Automatic Proofreader" that appear before
the Program Listings.
Power BASIC: One-Touch Keywords
140 IF PEEK(PEEK(56)*256) <>120THENPOKE56,
150
160
170
180
190
200
210
220
230
231
232
233
234
PEEK(56)-1:CLR
HI=PEEK(56) :BASE=HI*256
PRINT" { CLR} PATIENCE. . ."
FOR AD=0 TO 211: READ BY
POKE BASE+AD,BY: NEXT AD
rem 158
:rem 47
rem 206
rem 15 3
:rem 88
rem 212
rem 184
POKE BASE+26,HI:
POKE BASE+123.HI;
srem 201
235
IT ... "
236
: rem 186
240
:HI=0:LO=
:rem 58
250
:rem 210
i rem 183
260
: rem 124
270
:rem 21
280
: rem 7
290
OM ANALYS
300
: rem 171
310
HIT: "
320
: rem 103
330
: rem 106
340
:rem 241
350
: rem 125
360
":rem 106
370
: rem 69
380
:rem 79
390
: rem 116
400
":rem 127
410
:rem 99
420
REM RELOCATION ADJUSTMENTS
POKE BASE+81,HI
: rem 2
POKE BASE+133.HI
:rem 95
: :rem 207
::IF PEEK(65532)=34 GOTO 240 srem 135
::POKE BASE+9,72: POKE BASE+48,194
: rem 51
::POKE BASE+52,235: POKE BASE+92,160
srem 139
ssPOKE BASE+154,72: POKE BASE+157,224
srem 193
::POKE BASE+158,234 : rem 230
:: srem 15
PRINT"[CLR}* ONE-TOUCH KEYWORDS *"
srem 88
PRINT"ON/OFF: {3 SPACES } SYS { RVS ]",- BASE
:rem 176
END :rem 111
DATA 120,173,143,2,201,32 : rem 127
DATA 208,12,169,220,141,143 srem 239
DATA 2,169,235,141,144,2 srem 94
DATA 88,96,169,32,141,143 : rem 155
DATA 2,169,0,141,144,2 srem 237
DATA 88,96,165,212,208,117 : rem 206
DATA 173,141,2,201,3,176 : rem 83
DATA 110,201,0,240,106,169 : rem 175
DATA 159,133,245,169,236,133 srem 49
DATA 246,165,215,201,193,144 : rem 40
DATA 95,201,219,176,91,56 srem 160
DATA 233,193,174,141,2,224 : rem 194
DATA 2,208,3,24,105,26 :rem 245
DATA 170,189,159,0,162,0 srem 92
DATA 134,198,170,160,158,132 :rem 40
DATA 34,160,192,132,35,160 : rem 187
COMPUTEI's Gazette June 1984 175
430
440
450
460
470
480
490
500
510
520
530
540
550
560
570
580
590
600
610
620
630
640
650
660
670
680
690
700
710
720
730
740
750
DATA 0,10,240,16,202,16 : rem 22
DATA 12,230,34,208,2,230 -.rem 78
DATA 35,177,34,16,246,48 :rem 108
DATA 241,200,177,34,48,17 : rem 147
DATA 8,142,211,0,230,198 :rem 91
DATA 166,198,157,119,2,174 : rem 215
DATA 211,0,40,208,234,230 :rem 131
DATA 198,166,198,41,127,157 t rem 8
DATA 119,2,230,198,169,20 :rem 146
DATA 141,119,2,76,220,235 : rem 139
DATA 76,67,236 : rem 127
: :rem 211
REM *TOKENS FOR SHIFT KEY : rem 202
: : rem 213
DATA 153,175,199,135,161,129 : rem 56
DATA 141,164,133,137,134,147 : rem 42
DATA 202,181,159,151,163,201 :rem 37
DATA 196,139,192,149,150,155 : rem 52
DATA 191,138 : rem 20
; :rem 210
REM *TOKENS FOR COMMODORE KEY: rem 240
: :rem 212
DATA 152,176,198,131,128,130
DATA 142,169,132,145,140,148
DATA 195,187,160,194,166,200
DATA 197,167,186,157,165,184
DATA 190,158,0
REM *CHECKSUM ROUTINE
FOR AD=0 TO 158 : READ BY
CHKSUM - CHKSUM + BY
:rem 45
: rem 43
: rem 54
: rem 72
rem 121
: rem 11
rem 147
: rem 13
:rem 25
NEXT AD
:rem 166
t:IF CHKSUM <> 20347 THEN PRINT "ERRO
R!" :rem 143
Scroll 64
Set' article an page 127 for instructions on use.
10 DATA11507, 12573, 12522,11001
20 A=49152:B=84:C=A+B:FORI=lTO4iD=0:READX
sFORJ=ATOC:D=D+PEEK(J) :NEXT
30 IFDOXTHENPRINTTAB( 19) "ERROR IN BLOCK
{SPACE}#"IsGOTO50
40 PRINT "BLOCK #"I"IS CORRECT"
50 A=C+1:C=A+B:NEXT:END
60 F0RI=1T04 : READA:NEXTs READLO, HI : FORI=LO
TOHI : READX : POKEI , X : NEXT t END
5000 DATA 49152, 495 28
5010 DATA 174,114,193,224,3,144,3,76,117,
192,188,114,193,140,121,193,174
5020 DATA 118,193,232,202,32,30,193,172,1
21, 193,173,119, 193,201,2,208,10
5030 DATA 169,32,72,173,33,208,72,76,50,1
92, 177,90,72, 177,92,72,204
5040 DATA 116,193,240,20,200,177,90,72,17
7,92,136, 145,92, 104, 145, 90, 200
5050 DATA 204,116,193,208,238,240,18,136,
177,90,72,177,92, 200, 145,92,104
5060 DATA 145,90,136,204,115,193,208,238,
173, 119, 193,201,0, 208,5,104, 104
5070 DATA 76,111,192,104,145,92,104,145,9
0, 236,117, 193,208,160,96, 172, 116
5080 DATA 193,200,189,114,193,170,32,30,1
93, 173,120, 193,201,2,208, 19,136
5090 DATA 169,32,153,122,193,173,33,208,1
53,162,193,204, 115,193,208,239,240
5100 DATA 16,136,177,90,153,122,193,177,9
2,153,162,193,204,115, 193,208,240
5110 DATA 236,117,193,240,37,202,32,30,19
176 COMPUTE!'* Gazelle Juris 1984
3,172,116,193,200,136,177,90,72
5120 DATA 177,92,32,48,193,145,92,104,145
,90,32,56,193,204,115,193,208
5130 DATA 234,236,117,193,208,221,240,46,
202,206, 118, 193, 232,32, 30, 193, 172
5140 DATA 116,193,200,136,32,48,193,177,9
0,72,177,92,32,56, 193, 145,92
5150 DATA 104,145,90,204,115,193,208,234,
2 36,118, 193,208,221,238,118,193,232
5160 DATA 32,30,193,173,120,193,201,0,240
,20, 172, 115,193,136,200,185, 162
5170 DATA 193,145,92,185,122,193,145,90,2
04,116, 193, 208,240,96, 189,89, 193
5180 DATA 133,91,24,105,212,133,93,189,64
, 193,133,90, 133,92,96,72,152
5190 DATA 24,105,40,168,104,96,72,153,56,
2 33,40,168,104,96,0,40,80
5200 DATA 120,160,200,240,24,64,104,144,1
84, 224 , 8 , 48 , 88 , 1 28 , 168 , 208 , 248
5210 DATA 32,72,112,152,192,4,4,4,4,4,4,4
5220 DATA 5,6,6,6,6,6,6,6,7,7,7,7,7,3,0,4
,0
5230 DATA 4,1,1
Tape Data Files For
VIC And 64
See article on page 130.
Program 1:
Files Written From Keyboard
200 REMfll SPACES}* FILES WRITTEN *
: rem 106
210 REM{U SPACES}* FROM KEYBOARD *
:rem 80
215 CLR ;rem 121
220 INPUT" [CLR} (5 DOWN} NO. OF ITEMS IN FI
LE"rN :rem 114
225 DIMW$(N+1) :rem 233
230 INPUT" {DOWN} FILENAME"? NAME$ :IFNAME$="
+1"THEN END : rem 44
240 PRINT"{DOWN}ON THE PROMPT, " s PRINT"TYP
E EACH ITEM, ":PRINT"FOLLOWED BY {RVS}
RETURN (OFF}" : rem 67
245 OPEN1, 1,1, NAME $ : rem 41
250 FORX=0TON:INPUTW$(X):PRINT#1,W$(X) : IF
W${X)o"-l"THEN NEXT :rem 4
260 CLOSE1:FORX=0TON:PRINTW$(X) :NEXT
:rem 122
265 PRINT"HIT ANY KEY" : rem 36
270 GETA?:IFA$=""THEN 270 : rem 85
280 GOTO200 ;rem 101
290 END :rem 114
Program 2: Files Written From Data
500 REM{10 SPACES}* FILE WRITTEN * : rem 26
510 REM [10 SPACES}* {2 SPACES} FROM DATA
{3 SPACES}* :rem 28
520 REM irem 123
540 DATAW2 1 , DELIGHT , CHAPTER , FARTHER, BUILT
, JOYFUL, STORIES : rem 11
550 DATABOUGHT, SCARF, FILLED, SAILED, REMAIN
, CLOAK , PLACED, DRIVING , FEAST , STRONG , -1
: rem 150
551 DATAW22 , FLYING, SOMETIMES, HIGHWAY, SNOW
ING, CLOSING :rem 16
560
570
580
585
590
600
620
630
640
650
DATABEDTIME, PUSHED, BRUSHES, DREAMING, B
OOKCASE, PULLED srem 196
DATAAIRPLANE, BUYING, SPENDING, SKATED, D
ECEMBER,-1,+1
READNAME? : R?=CHR$ ( 13 )
IFNAME$="+1"THENGOTO650
OPEN1, 1,1, NAME?
READWRD$:PRINT#1 ,WRD?;R?
IFWRD? <> " -1 "THEN600
CLOSE1
GOTO 5 80
CLOSElsEND
:rem 221
: rem 161
: rem 86
: rem 44
:rem 204
: rem 25
:rem 64
:rem 112
:rem 83
Program 3: nie Reader
300 REM (11 SPACES }*{ 4 SPACES 3 FILE
{4 SPACES}* srem 2 35
310 REM{11 SPACES)* (3 SPACES } READER
[3 SPACES}* :rem 127
350 INPUT"{CLR} [8 DOWN] WHAT FILE";NAME?
:rem 91
360 IFNAME$="+1"THEN END
370 OPEN1,1,0,NAME$:N=0:DIMWS(16)
380 INPUT#1,W?(N) :N=N+1
390 IFWS(N-1)="-1"THEN410
400 GOTO380
410 CLOSElsFORX=0TO(N-l) sPRINTWS(X) :NEXT
srem 38
420 PRINT "HIT ANY KEY" s rem 29
430 GETA$:IFA$=""THEN430 srem 81
450 RUN350 srem 38
460 END :rem 113
3-D Tic-Tac-Toe
Sec article on page 50.
s rem 80
: rem 99
:rem 52
:rem 70
rem 104
BEFORE TYPING...
Before typing in programs, please refer to "How
To Type COMPUTERS Gazette Programs," "A
Beginner's Guide To Typing In Programs," and
"The Automatic Proofreader" that appear before
the Program Listings.
Program 1 :
3-D Tic-Tac-Toe — 64 Version
PRINT"(CLRj":POKES3 281,(9:POKE53 280,4
s rem
DIMDl(28) :FORI=lT027
(1 + 1)
1
2
40
DI
82
10
11
READX1 :X2=X2+X1
X2sNEXTIsDI(l)=0 : rem
PRINTTAB(9)"{RED} [3 SPACES} [RVS}£
{6 SPACES) [OFF} [2 SPACES) {RVS}
{6 SPACES)|c*i" srem 193
PRINTTAB(9)"[2 SPACES )[ RVS ]l{ 8 SPACES}
{OFF} {RVS} {7 SPACES) 1*3" : rem 166
PRINTTAB{9)" [RVS}£{9 SPACES} { OFF J
{RVS) [8 SPACES)!*!"* :rem 167
PRINTTAB(9)"{BLU} {RVS}£{6 SPACES) {RED}
{4 SPACES) [OFF} [RVS} (3 SPACES] [BLU}
(6 SPACES )^*3" :rem 2
PRINTTAB (9) " {RVS] {3 SPACES } { RED)
(3 SPACES) {OFF] {RVS} {3 SPACES) ( BLU ]
[7 SPACES} |*3" :rem 59
PRINTTAB(9) " {RVS} {2 SPACES } {RED] [OFF]
£(2 SPACES] [RVS]£{BLU] [2 SPACES]
TRED}[3 SPACES] {OFF} (rvS][3 SPACES)
{BLU} {2 SPACES) {OFF} {rVS)[RED}
{3 SPACES) {BLU} {2 SPACES}"' srem 148
PRINTTAB (9)" (4 SPACES) { RVS ] [RED}.£
12
13
14
15
16
17
18
19
20
25
30
35
52
53
54
55
56
57
58
59
60
61
63
65
70
90
100
{BLU}(2 SPACES) {RED) (3 SPACES] [OFF]
(RVS} {3 SPACES} {BLU} (2 SPACES) [OFF]
(RVS} {RED} {3 SPACES} [BLU] {2 SPACES}"
: rem 72
PRINTTAB ( 9 ) " { 3 SPACES ) { RVS ) { RED }£
{2 SPACES] {BLU} {2 SPACES} { RED}
(3 SPACES} {OFF) {RVS}(3 SPACES) [ BLU }
[2 SPACES} {OFF} {RVS} {RED} {3 SPACES}
{BLU) {2 SPACES}" srem 73
PRINTTAB (9)" (3 SPACES }{ RVS }[ 5 SPACES)
{RED) (3 SPACES} {OFF) { RVS } ( 3 SPACES)
{BLU){2 SPACES} {OFF} {rvs}[RED}
{3 SPACES) [BLU] (2 SPACES)" srem 102
PRINTTAB(9}"{3 SPACES }( RVS }{ 5 SPACES}
{RED) {3 SPACES} [OFF} [RVS}(3 SPACES]
(BLU} {2 SPACES} [OFF] {RVS)(RED}
{3 SPACES) (BLUJ (2 SPACES}" srem 103
PRINTTAB ( 9 ) " { 2 SPACES ) { RVS ) ( RED } £
[3 SPACES) {BLU) {2 SPACES} {RED]
{3 SPACES) (OFF) { RVS } { 3 SPACES} {BLU J
(2 SPACES) {OFF] [ RVS } { RED } ( 3 SPACES)
(BLU}{2 SPACES]" srem 76
PRINTTAB (9)" { RVS } { RED)£{4 SPACES)
(BLU] (2 SPACES] {RED} (2 SPACES ] [OFF ]£
(SPACE) {RVS) (3 SPACES) {BLU} {2 SPACES}
{RED] {4 SPACES) {BLU) (2 SPACES )" s rem 82
PRINTTAB(9) " (RVS) (RED]£{5 SPACES]
{BLU} (2 SPACES) [RED} [OFF}£{2 SPACES)
{RVS} (3 SPACES) (BLU} {2 SPACES} {RED}
{4 SPACES] [BLU] (2 SPACES)" srem 83
PRINTTAB(9)" (RVS) [2 SPACES} {RED}
{4 SPACES) [BLU] [2 SPACES} (RED) (OFF }£
[3 SPACES If* 31 RVS] (2 SPACES} [BLU}
[2 SPACES) {RED) {4 SPACES ){ BLU )
{2 SPACES)" ;rem 138
PRINTTAB(9)"[RVS} {7 SPACES} (OFF)£
{5 SPACES} {RED) fc* % { RVS } [BLU}
(7 SPACES }{ OFF )£" srem 80
PRINTTAB(9)"g*ilRVS}(5 SPACES) (OFF}£
{7 SPACES} {RED} $*%{ RVS ) (BLU) (6 SPACES}
{OFF]£" srem 39
PRINTTAB{9)" (DOWN} {CYN)T I C{RED} CC
{CYNjT A C{RED} CC(cyN} T O E"srem 107
PRINTTAB (12)" (4 DOWN] |3EFIREBUTTON TO
{SPACE} PLAY" srem 116
IF (PEEK{ 56321 ) AND16 ) =16AND( PEEK< 563 20)
AND16)=1GTHEN35 srem 172
PRINT" [CLR)§6§"; : POKE53281 , 0 :DIMP{ 27 ) s
0=1 srem 124
PH=54272sCU=32sCC=0sS=54272 srem 176
POKES+13,240 trem 60
P(l)=1119sP{2)=1122sP(3)=1125:P(4)=120
1 : P ( 5 ) =1 204 : P ( 6 ) =1 2 0 7 s P ( 8 ) =1 286
srem 198
P{7)=1283 :rem 78
P(9)=1289sP(10)=1439:P(ll)=1442sP(12)=
1445 : P(13 )=1 521 :P(14)=1524sF{ 15) =1527
srem 10
P(16)=1603sP(17)=1606sP(18)=1609sP(19)
=1759sP(20)=1762:P{21)=1765 srem 10
P(22)=1841iP(23)=1844:P(24)=1847:P(25)
=1923sP(26)=1926sP{27)=1929 srem 20
F0RD=lTD2sPRINT"PLAYER #" : D; :INPUTPL$(
D):NEXT;CO(l)=4sCO{2)=5 srem 161
FORV= 1T02 s PL? ( V) =LEFT$ { PL? { V) , 9 ) s NEXT
M(2)=87:M(1)=86:L=1
INPUT "HOW MANY ROUNDS " s RD
U(1)=5C321:U{2)=56320
PRINT" (CLR) {RED)"; sF0RV=lT03
PRINTTAB(12)"E9 @3"
srem 170
srem 141
srem 14
srem 203
srem 223
srem 177
COMPUTEI's Gazette Juno 1984 177
110 PRINTTAB{12)" [RVS}§*3(OFF}{2 SPACES ]M
(2 SPACES ]M{ 2 SPACES }M" : rem 216
120 PRINTTAB(12)"i*3ERVS}f*3fOFF}i§3 M|§|
Mi@3 M" srem 164
130 PRINTTAB(13)"i*3(RVS]i*i{OFF}|2 T|M
|2 T3m^2 TgM" srem 140
140 PRINTTAB(14T"i*^[RVS)i*3(OFF}g0 3 M|P3
M?@3 M" ;rem 168
150 PRINTTAB(15)"f*HRVS)i*3(OFF}&2 T^M
E2 t^m^2 TiM" srem 144
160 PRINTTAB ( 1 6j" I * 3 ( RVS ] | * ^ J OFF }
(2 SPACES JM( 2 SPACES ]M{ 2 SPACES )M"
srem 192
170 PRINTTAB (17)"^* ^ [RVS) {9 SPACES}"
: rem 234
175 ONVGOTO176,177,330 : rem 244
176 PRINT" (BLU}"? sNEXT : rem 66
177 PRINT" [YEL} " r :NEXT ! rem 194
330 R=l :rem 36
340 POKEF(O),160sPOKEP{O)+PH, 1 srem 242
350 PRINT" (HOME) {YEL} ROUND : i 63" ; R; " [HOME]
{6 DOWN}g63":PRINTPL?(L) ;" 'S TURN";
: rem 52
351 FORV=lTO!2-LEN(PL$(L) )-2sPRINT" ";sNE
XT : rem 34
360 J=15-(PEEK{U{L) )AND15) srem 165
380 IFJ=8THENPP=1:GOTO410 : rem 46
390 IFJ=4THENPP=-1:GOTO420 srem 89
400 GOT0459 :rem 111
410 IFO=27THENO=26:NX=CUsNC=CCsGOT0433
:rem 140
415 NX=PEEK{P(0+1) ) :NC=PEEK{P(0+1)+PH) :GO
TO430 treiti 214
420 IFO=lTHENO=2:NX=CU:NC=CC:GOT0433
:rem 31
425 NX=PEEK(P(0-1) ) sNC=PEEK{ P(0-1 ) +PH)
:rem 209
430 POKEP(o),CUsPOKEP(0)+PH,CC : rem 72
43 3 0=0+PP srem 64
43 5 CU=NX;CC=NC : rem 16 5
440 POKEP(O), 160:PQKEP(O)+P1I,1 ! rem 243
441 POKES+1 1 ,17: POKES+8 , 70 : POKES+24 , 1 5
:rem 205
442 FORD=1TO20 : NEXT: POKES+24, 0: POKES+1 1,1
6:GOTO460 : rem 67
459 F0RD=1T015:NEXT : rem 189
460 POKEP(O) ,CU:P0KEP{0)+PH,CC:F0RD=1T045
:NEXT:POKEP(0) , 160 : POKEP(0)+PH, 1
: rem 56
470 J=PEEK(U(L) )AND16:IFJ=16THEN360
:rem 67
47 5 IFCU=32THEN480 : rem 52
476 PQKES+li , 17;POKES+8, 14 :POKES+24, 15
: rem 211
47 7 FORD=1TQ500 : NEXT: POKES+24, 0: POKES+1 1,
16:GOTO360 : rem 125
480 POKEP(0),M(L) :POKEP(0)+PH, CO{L) :CU=M{
L) sCC=CO(L) :rem 109
481 POKES+1 1, 17 : POKES+8, 200: POKES+24, 15
: rem 252
482 FOR0=lTO2 50 : NEXT : POKES + 1 1,16: POKES+24
,0 :rem 111
485 A=0sR=0sC=0 :rem 34
490 RESTORE : READX : FOR I=1T0DI (0)+13 sREADX
,YsNEXTI : rem 155
495 FORI=DI(0)+1TODI(0+1) : rem 196
500 READ X,Y:IF(PEEK(P(X))=M(L))AND(PEEK(
P{Y) )=M(L) )THEN B=X:C=Y:A=0 : rem 25
510 NEXTI :rem 30
740 IFA=0THEN923 :rem 165
745 PRINT" {HOMEj {7 DOWN} " ,-PLS (L) ; " WINS1"
; srem 175
746 FORV=LT012-LEN(PLS(L) )-2:PRINT" ",-:NE
XT : rem 42
747 SC(L)=SC(L)+1 :rem 161
750 T=25 5:POKES+ll, 17: POKES+24, 1 5 :FORX=lT
010 : rem 112
760 H=INT( 16*RND(1) ) : rem 85
770 POKEP(A)+PH,H : rem 230
780 POKEP(B)+PH,H : rem 232
790 POKEP(C)+PH,H : rem 234
800 POKES+8, TsFORD=lTO350:NEXT:T=T-2f, :NEX
T : POKES+1 1,16: POKES+24 , 0 :GOTO920
: rem 60
920 FORO=lTO27:POKEP(O),32:POKEP(O)+PH,0s
NEXT : rem 38
923 IFL=1THENL=2:GOTO930 : rem 224
925 L=l srem 90
930 IFA=0THEN350 srem 160
940 CU=32:CC=0sNX=0:NC=0sO=l : rem 128
945 R=R+1:IFR>RDTHEN950 : rem 155
946 GOTO350 srem 116
950 PRINT" [CLR] {7 DOWN) {17 SPACES}"
srem 121
955 PRINT"£9 RIGHT}{3 DOWNjFINAL SCORE"
: rem 146
957 PRINT" [9 RIGHT H YEL } [j 11 YI(gRN}"
: rem 20
960 PRINT"(2 RIGHT}"PL5(1) ;": ",-SC(U
: rem 248
970 PRINT" [DOWN] {2 RIGHT] "PL$ ( 2 );":": SC{ 2
) : rem 12
980 PRINT" (DOl/N) {2 RIGHT ] |33FI REBUTTON TO
PLAY AGAIN" : rem 142
990 IF{PEEK{U(1) ) AND16 )=16THENIF (PEEK{ U( 2
) )AND16)=16THEN990 : rem 185
1000 POKE198,0:RUN srem 29
1080 DATA 7,4,7,4,5,4,7,4,7,4,5,4,5,12,5,
4,5,4,7,4,7,4,5,4,7,4,7 srem 36
1100 DATA 2,3,4,7,5,9,10,19,13,25,11,21,1
4,27,1,3,5,8,11,20 srem 28
1105 DATA 14,26,2,1,6,9,5,7,12,21,15,27,1
4,25,11,19,5,6 srem 112
1110 DATA 14,24,13,22,1,7,1,9,2,8,3,7,4,6
,14,23,15,24 :rem 2
1115 DATA 3,9,14,22,4,5,1,4,3,5,8,9,16,25
,13,19,17,27,14,21 srem 55
1120 DATA 7,9,2,5,17,26,14,20,1,5,3,6,7,8
,18,27,15,21,17,25,14,19 : rem 95
1125 DATA 11,12,13,16,14,18,1,19,10,12,14
,17,2,20,3,19,1,21 srem 30
1130 DATA 14,16,15,18,10,11,3,21,10,16,14
,15 srem 74
1135 DATA 4,22,1,25,7,19,10,18,11,17,12,1
6,13,15,2, 26 srem 11
1140 DATA 1,27,3,25,4,24,6,22,7,21,8,20,9
,19,12,18 srem 127
1145 DATA 13,14,6,24,3,27,9,21,10,13,18,1
7,12,14,7,25 srem 18
1150 DATA 11,14,16,18,8,26,9,25,7,27,12,1
5,10,14,16,17 srem 74
1155 DATA 9,27,20,21,22,25,23,27,1,10,9,1
4,7,13,3,11 srem 218
1160 DATA 23,26,2,11,8,14,19,21,19,20,27,
24,23,25 :rem 80
1165 DATA 12,3,9,15,7,14,1,11,19,25,23,24
,4,13,6,14 :rem 174
1170 DATA 19,27,20,26,21,25,22,24,5,14,22
,23,21,27 srem 127
1175 DATA 6,15,4,14,23,21,26,27,19,22,7,1
6,1,13,9,17 srem 236
178 COMPUTED Gareltc June 1984
1180 DATA 3,14,20,23,25,27,8,17,2,14,19,2
3,21,24,2 5,26 s rem 69
1185 DATA 9,18,3,15,7,17,1,14 :rem 141
Program 2:
3-D Tic-Tac-Toe— VIC Version
Memory expansion (any amount) required,
100 PRINT" (CLR}":POKE36879, 15
110
120
130
140
150
160
170
180
190
200
210
220
230
240
250
260
270
280
DIMP(27)
:rem 31
DIMDI{28) :F0RI=1T027:READX1:X2=X2+X1:
DI{I+1)=X2!NEXTI:DI(1)=0 : rem 178
DD=37154:P1=37151 ;P2=37152 :rem 80
PRINT"fRED] (3 SPACES ] t RVS }£
5 SPACES] [OFF] {2 SPACES} [ RVS }
5 SPACES]&*3" :rem 191
PRINT" (2 SPACES} (RVS }£{ 7 SPACES}
OFF} {RVS}[6 SPACES}?*!" : rem 164
PRINT" (RVSJffS SPACES) (OFF) {RVS}
7 SPACES }f:*I" :rem 165
PRINT " { BLU } { RVS }X { 6 SPACES } { RED 3
3 SPACES} [OFF} TRVS } [ 2 SPACES J { BLU )
6 SPACES }£*!" :rem 0
PRINT" (RVS } (8 SPACES) (RED] (2 SPACES} .
OFF} (RVS}[2 SPACES} [BLU H 7 SPACES 3
%*V :rem 57
PRINT "(RVS) (2 SPACES) (RED) (OFF}£
2 SPACES] (RVSUfBLUj {2 SPACESJTRED}
2 SPACES} [OFF} { RVS } { 2 SPACES) ( BLU }
2 SPACES} {OFF} (2 SPACES} (RVS) (RED)
2 SPACES} (BLU) (2 SPACES}" : rem 107
PRINT"{4 SPACES} (RVS} (RED)£ (BLU)
2 SPACES) (RED) (2 SPACES) (OFF} [ RVS ]
2 SPACES] (BLU j (2 SPACES) [OFF}
2 SPACES) (RVS) (RED) [2 SPACES} ( BLU }
2 SPACES)" :rem 31
PRINT" [3 SPACES} (RVS ) (RED) £
2 SPACES} (BLU} (2 SPACES} {RED}
2 SPACES} {OFF} (RVS} {2 SPACES) ( BLU ]
2 SPACES} [OFF] {2 SPACES }{ RVS ]( RED}
2 SPACES} [BLU] {2 SPACES}" : rem 23
PRINT" {3 SPACES] {RVS} {5 SPACES) { RED]
2 SPACES} [OFF} {RVS}(2 SPACES] { BLU )
2 SPACES} (OFF} [2 SPACES) (RVS) {RED}
2 SPACES} (BLU) [2 SPACES)" : rem 52
PRINT"(3 SPACES} [RVS} {5 SPACESjfRED}
2 SPACES) (OFF) (RVS 3 [2 SPACES} ( BLU }
2 SPACES) {OFF} [2 SPACES }{ RVS ]( RED)
2 SPACES) {BLU} {2 SPACES}" : rem 53
PRINT" {2 SPACES] (RVS) {RED} £
3 SPACES} (BLU } {2 SPACES} {RED}
2 SPACES} {OFF} { RVS } [ 2 SPACES ){ BLU )
2 SPACES] (OFF} £2 SPACES }( RVS } {RED }
2 SPACES) [BLU j (2 SPACES)" : rem 26
PRINT" (RVS} {RED}£[4 SPACES }( BLU }
2 SPACES) (RED) [2 SPACES}! OFF} ( RVS }
2 SPACES] {BLU} [2 SPACES] [RED]
4 SPACES] (BLU} (2 SPACES}" : rem 119
PRINT " ( RVS ] ( RED ] £ ( 5 SPACES } ( BLU }
2 SPACES} {RED} TOFF}£ {RVS}
2 SPACES} {BLU} {2 SPACES} (RED}
4 SPACES} [BLU j (2 SPACES}" s rem 33
PRINT" [RVS} {2 SPACES} (RED] (4 SPACES}
BLU} {2 SPACES} (RED} {OFF )£( 2 SPACES]
RVS) {2 SPACES] [BLU] (2 SPACES} {RED}
4 SPACES] (BLU) [2 SPACES)" : rem 121
PRINT"(RVS) (7 SPACES) {OFF)£
3 SPACES] {RED} £* I [RVS } (BLU)
7 SPACES} {OFF }£" : rem 30
PRINT"£*S(RVS} (5 SPACES} [OFF]£
5 SPACES }( RED] i*|( RVS} {BLU}
6 SPACES] (OFF}£" : rem 254
:rem 186
:rem 58
srem 15
:rem 47
SPACES }M
290 PRINT" {DOWN] (CYNjT I C{RED} C {CYN}T
( SPACE j A C[RED} C[CYN} T O E":rem 184
300 PRINTTABC2)" (DOUN}§33FIREBUTTON TO PL
AY" : rem 64
310 P0KEDD,255:P=PEEK(P1) :IF -((PAND32)=0
)<>1 THEN 310 :rem 204
320 PRINT" {CLR)&63"; : POKE36879, 10 :0=1
:rem 203
325 H=256*PEEK(648) : PU=30720 : IFPEEK { 648 ) =
16THENPH=33792 :rem 154
330 CU=32:CC=0:S=36874:VO=36878 :rem 255
340 POKES+13,240 : rem 106
350 P(1)=31+H:P(2)=34+H:P(3)=37+H:P(4)=77
+H:P(5)=80+H:P{6)=B3+H:P(7)=123+H
: rem 163
360 P(8)=126+H:P(9)=129+H:P(10)=2O7+H
: rem 160
370 P(11)=210+H:P(12)=213+H:P(13)=253+HjP
(14)=256+H:P(15)=259+H :rem 11
380 PU6)=299+H:P(17)=302 + H:P{18)=305+H:P
(19)=383+H:P(20)=386+HiP(21)=389+H
:rem 190
390 P(22}=429+H:P{23)=432+H:P(24)=435+H:P
( 25 ) =47 5 +11 : P ( 26 } =478+H ! P ( 27 ) =48 1 + H
:rem 191
400 F0RD=1T02 :PRINT"PLAYER # " ; D; : INPUTPL?
(D) iNEXT:C0(l)=4:C0(2)=5 : rem 207
410 F0RV=1T02 :PL$ (V)=LEFT$( PL${V) ,8) :NEXT
: rem 215
420 M(2)=87iM(l)=86sL=l
430 INPUT "HOW MANY ROUNDS " ; RD
450 PRINT" (CLR] (RED}"; :F0RV=1T03
460 PRINT"(7 SPACES}[e9 @3"
470 PRINTTAB(6}" [ RVS } |* HoFF } (2
[2 SPACES ]m{ 2 SPACES JM" : rem 180
480 printtab(6T"£*Hrvs1§*Hoff}£@3 Mj@3
(SPACE )ME@3 M" :rem 128
490 PRINTTAB(7)"Y*HRVS)E*3{0FF}£2 T|M
£2 TSMg2 T|M" :rem 104
500 PRINTTAB(8}Trg*B(RVS)E*l{0FF]i@3 Mg@3
[SPACE }Mg@3 M" :rem 123
510 PRINTTAB(9)"'H*3{RVS)E*nOFF}i2 T^M
E2 T^M£2 T§M" : rem 99
520 PRINTTAB(10T"E*2{RVSH*3{OFF}
(2 SPACES }M( 2 SPACES }M( 2 SPACES }M"
: rem 186
530 PRINTTAB(ll)"E*i{RVS}(9 SPACES ) { OFF ) "
; rrem 177
540 ONVGOTO5 50,560, 5 70 :rern 238
5 50 PRINT" (BLU) "r :NEXT : rem 62
560 PRINT" (GRN}" r :NEXT srem 62
570 R=l :rem 92
580 POKEP(O), 160:POKEP(O)+PH,2 srem 249
590 PRINT" {HOME} {4 DOWN} {yEL} ROUND: %6%" ; R
:rem 76
600 PRINT" (HOME) t 6 DOWN} " : :FORV=1T01 1 : PRI
NT" "; :NEXTV : rem 26
605 PRINT" (HOME] { 5 DOWN} " :PRINTPL$ ( L) ; " ' S
":PRINT"TURN" : rem 69
610 POKEDD, L27:P=PEEK(P2)AND128:J1=-{P=0)
: rem 110
620 POKEDD, 255 :P=PEEK( PI) :J2=-( (PAND16)=0
) :rem 142
630 IFJ1=1THENPP=1 :GOTO660 : rem 93
640 IFJ2=1THENPP=-1:GOTO680 : rem 142
650 GOTO760 :rem 113
660 IFO=27THENO=26:NX=CU:NC=CC:GOTO710
:rem 145
670 NX=PEEK<P(0+1) ) :NC=PEEK( P(0+1 )+PH) :GO
TO700 :rem 217
680 IFO=1THENO=2:NX=CU:NC=CC:GOTO710
:rem 37
COMPUTE t's Gazette Junel98<l 179
690 NX=PEEK(P{0-1) ) :NC=PEEK( P(0-1 )+PH)
:rem 213
POKEP(0),CU:POKEP(0)+PH,CC : rem 72
0=0+PP trem 62
CU=NX:CC=NC trem 162
POKEP{0) ,160:POKEP{O)+PH,1 trem 245
POKEVO, 15: POKES, 170 :rem 129
FORD=1TO20 tNEXT t POKEVO, 0 ;GOTO770
trem 46
760 FORD=lT015:NEXT : rem 184
POKEP ( O) , CU : POKEP { O) +PH, CC : FORD=lT045
: NEXT: POKEP (O) , 160 :POKEP{0)+PH, 1
: rem 60
P0KEDD,255:P=PEEK(P1) :J= -{ (PAND3 2)=0
) :IFJ<>1THEN610 :rem 229
IFCU=32THEN820 : rem 50
POKEVO, 15:P0KES, 160 : rem 125
FORD=1TO500 :NEXT: POKEVO, 0 :GOTQ610
trem 87
POKEP (0),M(L) :POKEP(0)+PH,CO(L) :CU=M(
L) :CC=CO(L) :rem 107
POKEVO, 15 :POKES, 200 :rem 123
F0RD=1T02 50 tNEXT; POKEVO, 0 : rem 82
A=0tB=0:C=0 : rem 30
RESTORE t READX : FOR I = 1T0DI { 0} +1 3 : READX
,YtNEXTI trem 156
870 FORI=DI(0)+1TODI(0+1) : rem 193
880 READ X,YtIF(PEEK(P(X})=M(L) ) AND ( PEEK (
700
710
720
730
740
750
770
780
790
800
810
820
830
840
850
860
890
900
P(Y) )=M(L) )THEN
NEXTI
IFA=0TliEN1010
B=X:C=YtA=0 trem 36
trem 41
trem 199
910 PRINT" (HOME} [14 DOWN} (10 SPACES]"
: rem 108
PRINT" {HOME} (14 DOWN)"rPL$(L) : PRINT "W
t rem 17 3
trem 15 5
: POKES, 133 t tFORX=lTO10
trem 14
H=INT(16*RND(1) ) trem 86
POKEP(A)+PI!,H trem 231
POKEP(B)-fPH,H trem 233
POKEP<C)+PH,H trem 235
POKES , T : FORD= 1TO350 : NEXT : T=T-26 : NEXT t
POKES, 160tPOKEVO,0:GOTO1000 trem 117
F0RO=lTO27 : POKEP ( O ) , 32 t POKEP ( O ) +PH , 0
920
930
940
950
960
970
980
990
1000
INS 1 " ;
SC(L)=SC(L)+1
T=25 5: POKEVO, 15:
tNEXT
IFL=lTHENL=2tGOTO1030
L=l
IFA=0THEN590
CU=32:CC=0:NX=0:NC=0:O=1
R=R+1 :IFR>RDTHEN1070
PRINT" (HOME) (14 DO\JN}[ll
INT" (5 SPACES}" :GOTO590
PRINT" [CLR] {7 DOWN){l7 SPACES)"
PRINT" (3 DOWN} FINAL SCORE'
PRINT" (YEL} |11 Y|[GRN}"
PRINTPL$(1) ;": ";SC(1)
PRINTPLS{2) ;":";SC(2)
PRINT" (DOWN} FIREBUTTON TO PLAY
(4 SPACES }AGAIN, (E) TO END" trem 29
P0KEDD,255:P=PEEK(P1) trem 6
1128 GET XX$:IF XX$="E" THEN END trem 233
1129 IF -( (PAND32)=0)<>1 THEN 1125
trem 195
POKE198,0;RUN trem 33
DATA 7,4,7,4,5,4,7,4,7,4,5,4,5,12,5,
4,5,4,7,4,7,4,5,4,7,4,7 trem 33
DATA 2,3,4,7,5,9,10,19,13,25,11,21,1
4,27,1,3,5,8,11,20 trem 33
1160 DATA 14,26,2,1,6,9,5,7,12,21,15,27,1
1010
1020
1030
1040
1050
1060
1070
1080
1090
1100
1110
1120
1125
1130
1140
1150
t rem 76
trem 44
t rem
125
trem
206
t rem
168
trem
233
SPACES}'
:PR
: rem
181
ACES ] "
i rem
163
" t rem
179
trem 52
trem
157
t rem
160
4,25,11,19,5,6 trem 113
1170 DATA 14,24,13,22,1,7,1,9,2,8,3,7,4,6
,14,23,15,24 trem 8
1180 DATA 3,9,14,22,4,5,1,4,3,5,8,9,16,25
,13, 19, 17,27,14,21 trem 57
1190 DATA 7,9,2,5,17,26,14,20,1,5,3,6,7,8
,18,27,15,21,17,25,14,19 trem 102
1200 DATA 11,12,13,16,14,18,1,19,10,12,14
, 17,2,20,3,19,1,21 trem 24
1210 DATA 14,16,15,18,10,11,3,21,10,16,14
( 15 t rem 73
1220 DATA 4,22,1,25,7,19,10,18,11,17,12,1
6,13,15,2,26 trem 6
1230 DATA 1,27,3,25,4,24,6,22,7,21,8,20,9
, 19,12,18 trem 127
1240 DATA 13*14,6,24,3,27,9,21,10,13,18,1
7 12 14 7 25 trem 14
12 50 DATA* 11 ', 14, 16, 18, 8, 26, 9, 25, 7, 27, 12,1
5,10,14,16,17 trem 75
1260 DATA 9,27,20,21,22,25,23,27,1,10,9,1
4,7,13,3,11 trem 215
1270 DATA 23,26,2,11,8,14,19,21,19,20,27,
24,23,25 trem 82
1280 DATA 12,3,9,15,7,14,1,11,19,25,23,24
,4,13,6,14 trem 172
1290 DATA 19,27,20,26,21,25,22,24,5,14,22
,23,21,27 trem 130
1300 DATA 6,15,4,14,23,21,26,27,19,22,7,1
6,1,13,9,17 trem 226
1310 DATA 3,14,20,23,25,27,8,17,2,14,19,2
3,21,24,25,26 trem 64
13 20 DATA 9,18,3,15,7,17,1,14 trem 132
Shape Match For
VIC And 64
VIC users must hnivnt U'usl SK memory expansion.
Sec article on page 84.
50 REM **{11 SPACES} INITIALIZE J 7 SPACES}*
* trem 227
52 DIM CL(20,40) trem 19
53 PRINT" {CLR} {BLU} " tSYS65517 tWI=PEEK( 781
) :IFWI=22THENWI=0:POKE36879, 238:SS=2:P
H=.5 trem 163
54 IF WI=0THENAA$="VIC":BB$="VIC"tGOTO60
trem 91
55 POKE53280, 1 :POKE53281, 15tSS=12 :WI=8tPH
=1 t rem 5
57 AA$="64{DOWN) (22 LEFT) " :BB$-"64"
trem 89
60 IF WI=0 THEN CL(4, 18 )=1 :CL(4, 31 )=2 tCL(
10, 18)=3:CL(10, 31)=4:GOTO80 trem 108
63 FORA=6T012STEP6:FORB=17T033STEP16 tS=64
6:P0KES,SS trem 40
70 T=T+ltCL(A,B)=TtNEXTB,A trem 42
80 PRINT" (6 DOWN]"; : PRINTTAB (Wl+5 ) "{BLKjS
HAPE MATCH" trem 123
190 GOSUB3000tREM **[2 SPACES } INSTRUCTION
S[3 SPACES}** trem 88
200 GOSUB10001REM ** PRINT BOARD **
: rem 142
210 F0RT=1 TO 1000: NEXT trem 25
300 RFM *******************************
: rem 141
302 REM **(8 SPACES] SELECT SHAPES
{6 SPACES}** trem 165
305 REM *******************************
trem 146
180 COMPUTEI's Gazelle June 198-1
306
310
320
340
345
348
349
3 50
355
360
365
370
375
380
383
385
500
550
600
602
604
605
610
613
615
620
625
630
640
650
660
670
673
675
680
683
685
687
700
702
704
710
715
720
K=RND(-TI)
K=INT(RND(0)*4)+1
j rem 32
IFK=KKTHEN310
:rem 33
REM :rem 121
FORT=lTO3sGOSUB2000:BO?=SH?(T) :A=4+T:
B= 18 : PRINT" { HOME } " : GOSUB1 1 70 : NEXT T
:rem 29
GOSUB1180:REM **{6 SPACES } DELAY
(6 SPACES}** srem 27
IFWI=0THENFORT=1TO3 SGOSUB2100 : BO?=SH?
(T) :A=4+T:B=32: PRINT" {HOME}" : rem 157
IFWI=0THENGOSUBU70:NEXTT:GOTO355
: rem 145
F0RT=1T03 : GOSUB2100 : BO$=SH$ (T ) ; A=4+T :
B=28:PRINT" (HOME} " :GOSUB1170:NEXT T
: rem 32
GOSUB1180 srem 231
FORT=1TO3:GOSUB2200:BO$=SH$(T) :A=10+T
:B=18: PRINT" (HOME) ":GOSUBl 170: NEXT T
: rem 78
GOSUB1180
F0RT=1T03 :GOSUB2300 :
:B = 28: PRINT" {HOME}" i
: rem 232
:BO$=SH$(T) sA=10+T
:GOSUBl 170: NEXT T
: rem SI
GOSUB1180 : rem 233
FORT-1T03 : rem 26
ONKGOSUB2000, 2100,2200,2300 : rem 152
BOS=SH?(T) :A= 8+T:B=3 : PRINT" {HOME } " :G
OSUB1170:NEXT T:KK=K : rem 23
REM :rem 121
REM END : rem 85
REM *******************************
: rem 144
REM **{10 SPACESJMOVE CURSOR
(6 SPACES}** :rem 57
REM *******************************
: rem 148
PRINT" [ HOME} "sC=l s FORNT=1TO10 : rem 159
F0RT=1T015:B0?=CHR${63) ! IFT/2=INT{T/2
)THEN BOS=CHR$( 1 8 ) +CHR$ ( 63 ) +CHR$ ( 146 )
:rem 182
IF WI=0THEN ON C GOTO 660,67 3,683,687
: rem 132
ONC GOTO670,675,680,685 : rem 185
GOSUB1170: PRINT" (HOME) " :F0RTT=1T0 75:
{8 SPACES }NEXTTT:GOTO700 : rem 112
NEXT T trem 48
BO$=CHRS( 32) :GOSUB1170:PRINT" {HOME} " :
{8 SPACES }FORTT = lTO 7 5 :NEXTTT :C=C + 1
: rem 163
IFC>4THENC=1
NEXTNT : GOTO 6 00 : REM * J
(2 SPACES}**
A=4 : B=18 s L=l ! GOTO620
A=6sB=17:L=lsGOTO620
A=10:B=18:L=2:GOTO620
A=12sB=17 :L=2sGOTO620
A=6jB=33 jL=3:GOTO620
A=4:B=31 :L=3 5GOTO620
A=12:B=33:L=4:GOTO620
A=10:B=31 :L=4:GOTO620
E2
: rem 190
SPACES] REPEAT
: rem 1 2
: rem 111
: rem
t rem
: rem
: rem
: rem
j rem
rem
113
161
164
114
113
165
163
REM *******************************
: rem 145
REM **{5 SPACES} CHECK FOR RESPONSE
{4 SPACES]** :rem 217
REM *******************************
srem 149
GETA$:IFA$=""THEN 625 : rem 88
IF A$="Q"THEN PRINT" (CLR) ": END : rem 7
IFCL{A,B)=K THEN800:REM CORRECT
srem 54
740
800
802
804
810
820
825
830
835
840
850
852
854
855
860
GOTO850: REM **{2 SPACES} WRONG
(4 SPACES]** :rem 196
REM *******************************
: rem 146
REM **[9 SPACES} CORRECT ANSWER
(4 SPACES}** :rem 8
REM *******************************
: rem 150
BO$="{RVS} {WHTjYESl THAT'S RIGHT 1":A=
18 :GOSUBl 174: PRINT" {HOME} " : rem 8
BO$="E5^{RVS}{BLK} PRESS ANY KEY
{WHT} [OFF}" :A=20:GOSUB1174:PRINT"
: rem 190
:rem 97
:B=0 sGOSU
: rem 21
: rem 253
{ HOME ] "
GETA$ : IFA?=" "THEN825
F0RA=1T023:B0?=" {40 SPACES]'
B1170
PRINT "{HOME]" :NEXT
GOTO200:REM **{2 SPACES } RE-PRINT BOAR
D{2 SPACES}** :rem 230
RYM *******************************
: rem 151
REM **[11 SPACES)WRONG ANSWER
{4 SPACES]** :rem 136
REM *******************************
:rem 155
BO$=CHR$(32) :GOSUBl 170: PRINT "(HOME}"
:rem 236
BOS=" { RVS}g 53 {BLK} SORRY. . .TRY AGAIN
. . . {WHT} {OFF}": {7 SPACES }A= 18 :B=10: GO
SUB1 174 : PRINT" f HOME} " : rem 151
86 5 FORW=l TO 1000: NEXT : rem 44
870 BO$="{22 SPACES}" ;A=18: {6 SPACES ]B=10
:GOSIIBl 174. 'PRINT" [HOME}" : rem 181
875 C=C+1:IFC>4THENC=1 : rem 3 3
880 GOTO 625 : rem 118
999 REM(2 SPACES}************************
****** ,rem 123
1000 PRINT" ( CLR ) (BLU)" : rem 68
1015 IFW1=0THENBOS=" {RVHJgn j»**»* £Rj****
*|eS3" ;A=3:B=15:GOSUB1170:PRINT"{HOME)
":GOTO1030 :rem 76
1020 A=3:B=15:BO$ = " {RVS} It Ail *********|r j **
»«****«ffi^nFF)"-nnsiini 170: PRINT" { HO
ME}" :rem 216
1025 REM :rem 172
1030 F0PT=1T05:A=3+T:B=15 : rem 206
1035 IF WI=0THENUO$=" (RVS]-[0FF)
[5 SPACES} {RVS}Z{ OFF) {5 SPACES ][ RVS }
-EOFF}":GOSUB1170:PRINT" [lIOME)":GOTO
1045 :rem 43
1040 BO$=" (RVS)B(OFF} {9 SPACES }[ RVS }B
[OFF} {9 SPACES} { RVS ) B (OFF) " :GOSUB117
0: PRINT "(HOME]" : rem 206
1045 NEXT T :rem 93
1047 IFWI=0THENA=9:B=15:BO$=" (RVSlROJI ***
*-*t*****BWg{OFF)":GOSUB1170: PRINT" {H
OME] ": GOTO 1060 : rem 21
1050 A=9 :B=15:B0$=" [ RVS } EQil** *******+* ***
jr****gWg {OFF} " :GOSUB1170: PRINT" {HOME
)" :rem 10
1060 F0RT=1T05:A=9+T:B=15 : rem 215
1065 TFWI=0THENBO$=" [RVS)-{0FF)
{5 SPACES) (RVS)-(OFEJTS SPACES} (RVS)
-{OFF}" :GOSUB1170 :PRINT" [HOME] " : GOTO
1073 :rem 47
1070 BOS="{RVS}B{0FF] [9 SPACES } [RVS}b
[OFF] {9 SPACES} {RVS]B{OFF}":GOSUB117
0 : PRINT" J HOME}" : rem 209
1073 NEXTT srem 94
COMPUTEI's Go70Ue June 198-1 181
1078 A=1S:B=15:IFWI=0THENBO?=" [RVsHzi**
***gEi**.*.»*iXj (OFF }":G0SUB1 170: PRINT"
[HOME ]":GOT01 090 :retn 43
1080 BO?=" (RVS l§Zj*****»»**gEg* ********
feXjj {OFF} " :GOSUB1170: PRINT" {HOME} "
:rem 223
1090 BO$=T$:A=20:B=13:GOSUB1170:PRINT"
{HOME)" :rem 12
1093 PRINTTAB(WI) "{2 SPACES)TYPE {Q) TO Q
UIT. {HOME}" :rem 113
1095 RETURN : rem 175
1100 REM **************************+***
: rem 147
1110 REM **{11 SPACES}PRINT[10 SPACES}**
: rem 220
1111 RFM *********************** *******
:rem 14R
1170 FORI=lTOA: PRINT" (DOWN)"; :NEXT:PRINTT
AB(B*PH) BOS: RETURN s rem 221
1174 F0RI=1T0A: PRINT" [DOWN}"; :NEXT:PRINTT
AB{WI)B0$: RETURN :rem 125
1175 REM : rem 178
1180 FORX=1TO500: NEXT: RETURN : rem 66
2000 REM :rem 166
2015 SH$ {!) = "{ RED} [ RVS ] § 3 UE" : rem 2 24
2020 SH${2)=" {RVS}[3 SPACES}" :rem 153
202 5 SH?{3)=" {RVS}(3 SPACES } [WHT] " :RETUR
N :rem 190
2100 REM :rem 167
2115 SH$(1)="{PUR} {RVSH RIGHT} (RIGHT)"
: rem 115
2120 SH$(2) = "{RVS} {3 SPACES}" : rem 154
2125 SH$(3)="{RVS] [RIGHT} ( RIGHT } (WHT} ": R
ETURN : rem 249
2200 REM :rem 158
2215 SH$(1}=" [BLK] (RVS) (3 RIGHT}£"
:rem 46
2220 SHS(2)="{RVS} (2 RIGHT )£ " : rem 126
2225 SHS{3)="(RVS} (RIGHT)£{2 SPACES}
(WHT}": RETURN : rem 134
2300 REM : rem 169
2315 SH?(1)=" [BLUj { RVS } (2 RIGHT)£g*l
[RIGHT}" :rem 157
2320 SHS{2)=" (RVS) [RIGHT}£(2 SPACES}
|*3" : rem 65
2325 IFWI=8THENSH?( 3)=" {RVS}£{4 SPACES)
g*3":RETURN : rem 23
2 330 SH$ ( 3 )="": RETURN : rem 166
3000 PRINT" {4 DOWN}" ; : PRINTTAB (WI ) "
{2 SPACES} INSTRUCTIONS (Y/N) ?"
: rem 1
3020 GETA$:IFA$=""THEN3020 : rem 173
3030 IFA$="N"THEN3200 : rem 125
3040 IFA$="Y"THENPRINT" {CLR) " :GOTO 3100
:rem 95
3050 GOTO3020 : rem 198
3100 PRINTTAB (WI) "IN SHAPE MATCH, THE "AA$
;: PRINTTAB (WI) "WILL PRINT A SHAPE ON
" :rem 167
3110 PRINTTAB (WI) "THE LEFT SIDE OF THE":P
RINTTAR(WI ) "SCREEN. THE STUDENT"
: rem 206
3115 PRINTTAB{WI)"WILL FIND 4 DIFFERENT":
PRJNTTAB(WI) "SHAPES ON THE RIGHT"
: rem 26
3120 PRINTTAB (WI) "SIDE OF THE SCREEN,": PR
INTTAB(WI) "ONE OF WHICH WILL"
: rem 219
3130 PRINTTAB(WI) "MATCH THE SHAPE ON":PRI
NTTAB(WI) "THE LEFT." : rem 201
3140 PRINTTAB (WI) "WHEN THE { RVS } 7 {OFF) IS
182 COMPUTED Gazette June 1984
":PRINTTAB(WI)"NEXT TO THE SHAPE HE"
: rem 135
3150 PRINTTAB(WI)*'0R SHE THINKS IS"; PRINT
TAB(WI) "CORRECT, THE STUDENT"
: rem 105
3155 PRINTTAB(WI) "SHOULD PRESS ANY KEY."
: rem 194
3156 PRINTTAB(WI) "THE "fBB$;" WILL EVALUA
TE" :rem 58
3160 PRINTTAB{WI)"THE ANSWER AND LET":PRI
NTTAB(WI) "THE STUDENT KNOW HOW"
: rem 212
3165 PRINTTAB(WI)"HE DID. TYPE [RVS}Q
{OFF} TO": PRINTTAB (WI) "END THE PROGR
AM. {DOWN}" : rem 176
3190 PRINTTAB(WI) "PRESS ANY KEY TO PLAY";
: rem 216
3195 GETAS:IFA$=""THEN3195 : rem 199
3196 PRINT"{CLR} {WHT ) "CHR$ { 142 ) :rem 37
3200 RETURN : rem 165
The Frantic
Fisherman
See special instruction* in article on page 58.
BEFORE TYPING...
Before typing in programs, please refer to "How
To Type COMFUTEl's Gazette Programs," "A
Beginner's Guide To Typing In Programs," and
"The Automatic Proofreader" that appear before
the Program Listings.
Program 1:
The Frantic Fisherman — Redefined
Characters, VIC Version
1 PRINT" [CLR} {3 DOWN} (2 SPACES } FRANTIC
{2 SPACES JFISHERMAN" : rem 108
2 PRINT"(4 DOWN} LOADING CHARACTERS.."
:rem 129
10 FORT=7168T07 168+62*8-1 :READA: POKET, A :N
EXT :rem 181
20 DATA14.62, 254,62, 14, 2,6,6 :rem 131
30 DATA14,14,14,22,22,22,54,54 :rem 222
40 DATA1 18, 118, 246, 2 54, 246, 246, 246, 246
:rem 141
50 DATA0, 0,0, 1,1,3,7,7 :rem 70
60 DATA246.246, 246,254, 246,246, 246,246
:rem 147
70 DATA15, 31, 63, 127, 255, 25 5, 25 5, 255
trem 242
80 DATA0,0,0,0,0,3,7,31 : rem 116
90 DATA246, 246,6,254,254,6, 6, 15 :rem 45
100 DATA255, 255, 8, 255,255, 0,0,0 :rem 23
110 DATA127, 127,64,255,255,0,0,0 : rem 70
120 DATA255,255,127,127,63,31,15,7
: rem 183
130 DATA170,255,85,0,255,85,0,170:rem 132
140 DATA2 55,255,2 54,,2 54,252,248,240,224
:rem 182
150 DATA6, 12,24,240,192,0,0,0 : rem 165
160 DATA0, 0,0, 192,240,24,12,6 : rem 166
170 DATA96,48,24,15,3,0,0,0 :rem 80
180 DATA0,0,0, 3, 15, 24,48,96 :rem 81
190 DATA40,40,170,60,28,252, 12,60:rem 122
200 DATA12,40,40,248, 248,40, 20, 40 : rem 113
210 DATA40r40, 170,60, 52,63,48,60 : rem 73
srem 162
180
srem 224
srem 152
:rem 11
190
:rem 30
:rem 133
200
:rem 126
210
srem 124
220
srem 64
srem 13 3
230
55,255
240
220 DATA48,40,40,47,47,40,20,40 : rem 22
230 DATA32,48, 190, 187,252,2 55,190,128
srem 88
240 DATA4,12,12S,221,63,255,125,lsrem 118
250 DATA0,0,0,0,0,0,7,195 :rem 219
260 DATA0, 0,0, 0,1, 13,109, 255 : rem 113
270 DATA0, 0,0,0, 128, 224,248, 248 : rem 22
280 DATA0, 0,0,0, 1,15, 15,15 : rem 11
290 DATA7, 3, 15 , 63, 255 , 255 , 255, 255 :rem 146
300 DATA1 99, 25 5, 2 55, 255, 255, 255, 255, 255
srem 200
310 DATA25 5, 2 55, 255, 2 55, 255, 255, 255, 255
srem 194
320 DATA0, 19 2, 240,240, 224, 248, 2 52,248
j reiTi "72
330 DATA255, 7, 31, 127,3,24,31,31 : rem 22
340 DATA0, 0,0, 0,0, 0,0,0 :rem 101
350 DATA255,255,2 55, 255, 255, 127,2 55,255,0
,0,0,0,0,0,0,0 :rem 164
360 DATA255,255,255,255, 252,255,255, 224
srem 192
370 DATA255,192,240,252,0,0,128,0srem 122
380 DATA0, 0,63, 0,0, 0,0,0
390 DATA3,3,193,1,1,1,0,0
400 DATA0,0,0,0,0,3,12,0
410 DATA0, 0,0, 48, 192,0,0,0
420 DATA127,127,63,63,31,15,7,3
430 DATA1,2,4,8, 16, 32,64,128
440 DATA0,0,0,0,4,4,8,8
450 DATA255,127,31,7,0,0,0,4
460 DATA16, 16, 32, 32,0, 0,0,0
470 DATA4,4,4,4,4,4,4,0
47 5 DATA25 5, 199, 189, 207,245,143,255,255
:rem 211
480 DATA2S 5, 129, 145, 169, 169, 169, 145, 255
:rem 210
490 DATA2 55, 129, 145, 177, 145, 145, 185, 255
:rera 202
500 DATA2 55, 129, 153,165,137,145,189,25 5
: rem 195
510 DATA2 5 5, 129, 185, 137, 153, 137, 185, 25 5
:rem 195
520 DATA25 5, 129, 153, 169,189,137,137,255
srem 202
530 DATA2S5, 129, 189, 161, IBS, 133, 185, 255
:rem 199
540 DATA2 55, 129, 157, 161, 185, 165, 153,2 55
:rem 195
5 50 DATA2 55, 129, 189, 13 3, 137, 145, 145, 2 55
:rem 196
560 DATA255,129,153,165, 153, 165,153,255
:rem 192
570 DATA255, 129,153,165,157,133, 185,255
srem 197
580 DATA20, 58,28, 119,8,54,8, 54 :rem 1
590 DATA8,8, 28, 20,58,62,62,28 srem 207
600 DATA28,62,127,73,8,8,40,16 irem 245
610 DATA16,2, 32, 136,80,42, 116,56 ;rem 78
620 REM LOWER MEMORY 512 BYTES srem 253
630 POKE52 , PEEK ( 52 ) -2 : POKE56 , PEEK ( 56 ) -2
srem 215
Program 2:
The Frantic Fisherman — Main Program,
VIC Version
10 CLS=" [WHT}WXY{5 LEFT) [DOWN} Z [££3 t
J 5 LEFT) {DOWN} ■« 1 #$" : rem 213
20 DEF FNRN(X)=INT(RND{1)*X) :rem 111
30 V=36878:NO=V-lsS=V-2:S2=V-3:S3=V-4sCO=
307 20sEG=2000:TT=22:T6=256sZ=32sDE=29
srem 63
130
140
150
160
170
40 GOTO7000 srem 100
100 GL=3:SC=. srem 207
105 EG=2000 srem 33
110 POKE36869,255 srem 153
120 PRINT" {CLR} (11 RIGHT} (18 DOWN){GRN}(3
{LEFT} {DOWN} [WiIT)A{2 LEFT} {DOWNjCB
{3 LEFT }{ DOWN } FED ( 3 LEFT } {DOWN} IHG
[4 LEFT) [DOWN} {RED} JKKKL": srem 84
POKE646, 10sPRINT" {4 LEFT }KKK" s PRINT"
£CYN} 33333333 33 33333333333UEFT}
[INST} 3 [HOME) [3 DOWN) " s POKEV, 15+16*9
srem 181
POKE36879,238 srem 158
PRINT" [HOME} [6 DOWN} [2 RIGHT }"CL?"
{7 UP} (4 RIGHT) "CL?" {3 DOWN} {3 RIGHT)
"CL$; srem 23 5
PRINT"{YEL}{8 UP}%&]3(4 LEFT} [DOWN} ' (
)3(3 LEFT) [DOWN} *+, (2 LEFT } {DOWN}-. "
: rem 252
PRINT" [ HOME } { ELK } / "SC; s P0KE646 , 8 : PRIN
T"[HOME) {DOWN}"; sIF GL> 1THENF0RT=1T0G
L-lsPRINT"S"; iNEXT s rem 44
L0=81 28 s POKELO+CO , 10 : POKELO ,18 s POKELO
-TT ,17s POKELO-TT+CO, 1 0 s POKELO- 1 , 1 5
srem 17 5
POKELO-1 + CO, . : CL=LO-ls POKES 13 2+CO, 10 s
POKES 110+CO, 10 s POKES 13 3+CO, . srem 37
TY=FNRN(2)+1:ONTYGOTO210,300 srem 158
X=FNRN(2)+lsONXGOTO220,230 srem 248
BC=8142 :EC=8149sSP=l :DD=21 :GOTO240
: rem 176
BC=8163sEC=8155sSP=-l:DD=22 srem 214
FORDL=BGTOECSTEPSP s POKEDL , DD : POKEDL+C
0/ ■ s rem 150
GOSUB1000:POKEDL,ZsNEXT: IFSD< >196THEN
3000 srem 60
SD=.:GOTO200 srem 159
NU= . s Y=59 s C=6 s X=FNRN ( 2 ) +1 :0NXG0T03 1 0 ,
320 srem 110
B=7776sE=6084:GOTO330 srem 135
B=7758sE=8088 srem 131
FORDL=BTOESTEPTT : POKEDL+CO , C s POKEDL , Y
SGOSUB1000 srem 118
POKEDL, Zs NEXT: I FSPOT6THEN3000
: rem 183
250
260
300
310
320
330
340
350 S
1000
1010
1020
1030
1040
1500
1510
P=.iGOTO200 srem 171
CK=PEEK(197) sIFCK=64THENFORR=0TODE:N
EXTsRETUKN srem 53
IFCK=29ANDLO=8132THEN1500 srem 245
IFCK=37ANDLO=8128THEN1750 : rem 1
IFCK=ZTHENONTYGQTO2000,3 500 srem 224
RETURN srem 165
POKELO , Z s POKELO-TT, Z s POKECL , Z : LO=812
B:CL=L0-1 srem 215
POKELO, 18 s POKELO-TT, 1 7 s POKECL, 1 5 sFOR
SD=130TO150STEP2:POKES2,SD; NEXT: POKE
S2, • : rem 191
1520 RETURN srem 168
17 50 POKELO , Z s POKELO-TT , Z s POKECL , Z s L0=8 1 3
2sCL=L0+l srem 215
1760 POKELO, 20s POKELO-TT, 19: POKECL, 13
srem 29
1770 FORSD=150TO130STEP-2:POKES2,SD:NEXTs
POKES2, .: RETURN srem 126
2000 POKECL, PEEK(CL)+1 i FORSD=250TO200STEP
-10 s POKENO, SD: NEXT : I FPEEK ( CL+TT ) =DDT
HEN2100 srem 50
2010 POKECL, PEEK(CL)-1: POKENO, . s RETURN
srem 138
2100 SC=SC+75 SPRINT" [HOME} { BLK) /"SCsGOSUB
4000 srem 180
COMPUTE I 's Gazette J u no 1 984 183
2110 POKEDL, 58 :FORSD=254T0198STEP-2 : POKED
L+CO,FNRN(8) : POKENO, SD:NEXT s rem 109
POKENO, . :GOTO2010 : rem 33
GL=GL-1:FORT=130TO254STEP2:POKES,T:P
OKENO,T:POKEV,15+FNRN(16)*16:NEXT
:rem 170
POKELO-TT, 218:FORT=15TO0STEP-,2:POKE
S, . : POKENO, 160 :POKEV,T+FNRN( 16)* 16 :N
2120
3000
3010
3020
3030
3500
3510
3520
3530
3600
3610
3620
4000
4010
4020
EXT
IFGL=.THEN7000
POKENO, . :GOTO120
IFNU>2THENRETURN
NU=NU+1 : POKELO-44 , 60
FORSD=150TO180STEP10
POKES 2, .
IFPEEK{LO-66)=59THEN3600
POKE (LO-44),Z: RETURN
: rem 29
: rem 72
: rem 242
: rem 121
POKELO-44+CO,4:
POKES 2, SD: NEXT:
! rem 95
: rem 166
:rem 27
SC=SC+50 : PRINT " {HOME } [ BLK } / "SC : GOSUB
4000:POKELO-66,61 :rem 227
FORSP=200TO2 54STEP2:POKES,SP:NEXT:PO
KES, . :rem 233
POKELO-66,Z: RETURN : rem 206
IFSC>=EGTHENGL=GL+1 :DE=DE-4 :EG=EG+20
00:POKE7700+GL,19:POKE7700+CO+GL,8:G
OTO4020 :rem 30
RETURN :rem 165
FORT=130TO230STEP10:FORR=T+10TOTSTEP
-1 : POKES, T:NEXTR,T: POKES, . : RETURN
j rem 127
POKE36869,240:PRINTCHRS(8) :IFSC>HSTH
ENHS=SC :rem 238
POKE36879,8 :P0KE646, 10:PRINT" [CLR}
[3 SPACES] |A3;*_*JSs!":PRINT" {3 SPACES)
-EA^*iX^" :rem 147
PRINT" (3 SPACES }-Ez3£Fj*ER3*ER:j**£R3
**12 R3*^S^{6 SPACES )-gAliw¥§Aifwi
|Dl-|AiISllQlSSl|AiEWf-gA3|Xi
(6 SPACES }-~--~ (SHIFT-SPACE)
gz|Es3" :rem 2
PRINT "EA3** + Ex3!soJiw3Ez 3^2 E^X3EZ3
gX38z3gxgIzl"gE^*^X3":PRINT"-BA3*Exa
{SPACE] — " " =rem 11
PRINT"-?z3g2 Ri*|WlfZ3*lRa*lR3*|R8**
§r3*Er1T*j*js;] zgAigwl-*Iw3iAlfsIzlvl-'
EA!?W3[2 SPACES }zgD3rFAigS3-"= rem 60
PRINT" EQg *----* gWl----- ---- EZ3
g xEl z 3lEf* g EMxTfz i g E"PlEf % xflzi
15 EigXilZaiXa" :rem 22
PRINT" {DOWN ] [RED] (2 SPACES) LAST SCOR
E: "SC: PRINT "[DOWN] (GRN) (2 SPACES ]HIG
H SCORE:"HS : rem 246
PRINT" {PUR) [DOWN] {2 SPACES] HIT A KEY
TO PLAY" : rem 52
PR1NT"ERVS] {WHT} {7 SPACES) CONTROLS
{7 SPACES) {OFF) [PUR] (4 SPACES ]< -LEFT
" j PRINT" {GRN } {4 SPACES J >-RIGHT"
:rem 255
PRINT" [RVS ] (BLU) SPACE {OFF ] -CLUB OR U
MBRELLA" : POKENO, . : rem 120
POKE36878, {FNRN( 14) +2 ) *16 :IFPEEK( 197
)=64THEN7100 : rem 218
GOTO100 trem 147
7000
7010
7020
7030
7040
7050
7060
7070
7080
7090
7100
7110
Program 3:
The Frantic Fisherman — 64 Version
4 POKE56,60:CLR :rem 123
5 GOSUB 8000 :rem 125
10 POKE 53280, 0:POKE 53281,0 :rem 182
20 PRINT "{CLR] (n) 653 [DOWN) |A| *********
gS3(3 SPACESjPRESS ANY KEY TO
BEGIN"
: rem 129
30 PRINT " -(9 SPACES}-" : rem 238
40 PRINT "{SHIFT-SPACET-U SPACES } gAg****
^*_iX|[5 SPACES }HIGH SCORE: ";HS : rem 75
50 PRINT "[SHIFT-SPACE) -{2 SPACES } gzj****
^**gS3{5 SPACESjYOUR SCORE: "rSC:rem 100
60 PRINT "{SHIFT-SPACE 1^(9 SPACES}-"
:rem 145
70 PRINT "{SHIFT-SPACE]-{2 SPACES } Ea|****
**+**** *ERj**»**ERg*****ERg*ER|****ESg
" : rem 54
80 PRINT "[SHIFT-SPACE}-{2 SPACES 3 -
{6 SPACES) -{5 SPACEST^{5 SPACEST-
{5 SPACES}- -{4 SPACES}-" : rem 193
90 PRINT "{ SHIFT-SPACE }z{ 2 SPACES]- gA3**
**|wg[2 SPACES JguH 2 SPACES]- EAi*gsT~
TsFACE3goj*gs3 gA3*£w3 - gAJ!*j*jx3"
: rem 176
100 PRINT "[SHIFT-SPACE}-{2 SPACES ]- -
{4 SPACES}- [cA^gS^ "ZZZZZZZ
gZ^gSi" :rem 87
110 PRINT " z[2 SPACES ] - -[4 SPACES}- - -
------- -[4 SPACES)-" :rem 86
120 PRINT MlAl'iE3**TEa*EE3***iS^Z3*Ex3
gz3*gE3*gx3 gzT*gxT izFJxi EzFgE|**
**_£X%" :rem 73
130 PRINT "-{9 SPACES J- USE SPACE TO RAIS
E UMBRELLA" : rem 227
140 PRINT "z{2 SPACES } gAg ****** gXg
{6 SPACESjOR FEND OFF SHARK" : rem 66
150 PRINT "-(2 SPACES 3 gZg******gSg
[3 SPACES JUSE < AND > TO MOVE FROM"
: rem 231
160 PRINT "-{9 SPACES )z[ 9 SPACES} LEFT TO
{SPACEjRIGHT" :rem 110
170 PRINT "-{2 SPACES }gA3*gRj****+*gS3
|Ag*ERg****ER3****6Rg****EKg***"ER3***
gS3" ; :rem 4
180 PRINT "-{2 SPACES}- - gAJf**|Wi - - -
{SPACE)Ia3_^*_Iw3{4 SPACES}^T4 SPACESj-
gOi -[3 SPACES 3 -"r :rem 198
190 PRINT "-{2 SPACES}- - gZ^gWE gZ3*
gx3 - gz3_£s|z £Ar*j^Jw3 -- -gA^&sI-
|AlzTsEz"; :rem 140
200 PRINT "-{2 SPACES)- gOJ^gS^ - gA|_*_
gS3 - gAg*gX§z z{2 SPACES}- — zz_ zzz
— "; :rem 146
210 PlTTNT "-{2 SPACES}- gGj**gXE - - - -
[ SPACE JfZ^gWl -{"2" SPACES)- ~ ZZ "
- — " j :rem 20
220 PRINT "gZg**gEa*EE3****jEg*EXg gZ3*
EEg****EEg*ExH2 spaces ]gzIzE 2 e3_Ie|
EX^T^TiE^fxi gZggXi"; ~~ :rem 235
230 GETAS:IFA$=""THEN230 : rem 77
240 POKE53281,14:POKE53280,6 : rem 38
245 PRINT" [CLR] "CHR? ( 142 ) " {BLK ) SCORE :
{19 SPACES } FISHERMEN : " : rem 77
250 PRINT" [2 DOWN) (WHT) {13 SPACES]gD|
[RVS] {4 SPACES) {OFF) £F%" : rem 154
260 PRINT" {12 SPACES )ECE (RVS) [9 SPACES}
[OFF}£3 Il|F§t5 SPACES ] |Di{ RVS )
[2 SPACES) {OFF} 6F^" : rem 117
270 PRINT" [4 SPACES 3 ED^{ RVS) {4 SPACES)
[OFF3EF3J3 SPACES }gC=i[RVS} {13 SPACES)
[OPF)Ev3[2 SPACES }ID3[ RVS 3 {7 SPACES 3
(OFPjiFi" :rem 158
280 PRINT" [2 SPACES] EDH RVS} {7 SPACES}
{OFF}BfH5 SPACES] EC3 [RVS] (8 SPACES)
{OFF)iV3[3 SPACES] id [ RVS } (7 SPACES)
{OFFjivi" :rem 178
290 PRINT" Ecg{RVS){l2 SPACES } {OFF } gV|
{4 SPACES] i|C:j[ RVS) [4 SPACES ) [OFF } gV|
1 84 COMPUTE!'! Gazette June 1 984
{7 SPACES }EC|[ RVS } f 3 SPACES J {OFF ) EVf" 1017
:rem 198
300 PRINT" [5 SPACES HcSfRVS} (7 SPACES} 1018
fOFF}§v3" trem 130
310 PRINT"[7 SPACES}gc3{RVS)^3 I§[OFF}" 1019
: rem 171
311 PRINT" {5 DOWN} {22 SPACES }[ RVS }£ {OFF} 1020
|W3" irem 187
312 PRINT"{21 SPACES} {RVS]£ {OFFjgW^" 1021
trem 103
313 PRINT"[20 SPACES } {RVS }£{ 2 SPACES} 1022
{OFFjiWi" srem 104
314 PRINT" {19 SPACES }{ RVS }£{ 3 SPACES} 1023
{OFFJEW3" :rem 105
315 PRINT"{18 SPACES }{RVS}£{4 SPACES} 1024
(OFFlfjwiT srem 106
316 PRINT"[17 SPACES} { RVS )£ (5 SPACES} 1025
[OFFjgwS" irem 107
317 PRINT" (16 SPACES } {RVS }£{ 6 SPACES} 1026
(OFF}iW3" :rem 108
318 PRINT" {16 SPACES}gZl§6 El§W|"*rem 243 1027
319 PRINT"{14 SPACES}i2|§*3{RVS]
{10 SPACES} [OFF }£" : rem 47 1028
320 PRINT" {RVS) {BLUJJ39 SPACES } [OFF }{ BLK}
"; :rem 244 1029
330 POKE2023,160tPOKE2023+54272,6 :rem 16
340 SYS49152 :rem 155 1030
350 PRINT" {HOME } [BLK} {12 DOWN} {12 RIGHT} P
RESS RETURN KEY" : rem 138 1031
360 GETA$tIFA$<>CHRS(13)THEN360 :rem 4
370 S1=PEEK(829) :S2=PEEK{ 830) :S3=PEEK{831 1032
) trem 144
380 SC=INT(S1/16)*10+(S1AND15)+INT(S2/16) i033
*1000+(S2AND15)*100 srem 234
390 SC=SC+INT(S3/16}*100000+(S3AND1S)*100 1034
00 : rem 41
400 IF SOHS THEN HS=SC srem 47 103S
410 GOTO10 srem 47
1000 DATA192, 000, 000, 224, 000, 000, 112, 000 1036
srem 167
1001 DATA000, 056, 000, 000, 028, 000, 000, 014 1037
srem 170
1002 DATA000, 000, 007, 000, 000, 003, 128,000 1038
:rem 166
1003 DATA001, 128, 000, 000, 000, 000, 000, 000 1039
srem 158
1004 DATA000, 000,000,000, 000, 000, 000, 000 1040
srem 147
1005 DATA000, 000, 000, 000, 000, 000, 000, 000 1041
: rem 148
1006 DATA000, 000, 000, 000, 000, 000, 000, 000 1042
srem 149
1007 DATA000, 000, 000, 000, 000, 000, 000, 000 1043
srem 150
1008 DATA001, 128,000,003, 128,000,007,000 1044
srem 184
1009 DATA000, 014,000, 000, 028, 000,000,056 1045
srem 178
1010 DATA000, 000, 112, 000, 000, 224, 000, 000 1046
trem 156
1011 DATA192, 000,000,000, 000, 000,000, 000 1047
:rera 157
1012 DATA000, 000, 000, 000, 000, 000, 000, 000 1048
srem 146
1013 DATA000, 000, 000, 000, 000, 000, 000, 000 1049
srem 147
1014 DATA000, 000, 000, 000, 000, 000, 000, 000 1050
srem 148
1015 DATA000, 000, 000, 000,000, 000, 000, 053 1051
srem 157
1016 DATA007, 000, 000, 063, 224, 000, 255, 248 1052
srem 200
DATA000, 002, 000, 000, 002, 000, 000, 002
: rem 157
DATA000 , 000 , 002 , 000 , 000 , 002 , 000 , 000
:rem 156
DAT A00 2, 000, 000, 01 8, 000, 000, 01 2, 000
s rem 167
DATA000,000,000,000,000,000I000,000
; rem 145
DATA000 , 000 , 000 , 000 , 000 , 000 , 000 , 000
srem 146
DATA000 , 000 , 000, 000 , 000 , 000 , 000 , 000
srem 147
DATA000,000,000,000,000,000, 000,000
srem 148
DATA016, 000, 000, 056, 000, 000, 124,000
srem 174
DATA000,2 54,000,000, 158,000,000, 206
:rem 183
DATA000, 000, 124, 000, 000, 000, 000, 000
srem 158
DATA000, 000, 000, 000, 000, 000, 000, 000
srem 152
DATA000 , 000 , 000 , 000 , 000 , 000 , 000 , 000
srem 153
DATA000 , 000 , 000 , 000 , 000 , 000 , 000 , 000
: rem 154
DATA000,000,000,000,000,000,000,000
: rem 146
DATA000, 000, 000, 000, 000, 000, 000, 000
srem 147
DATA000, 000, 000, 000,000, 000, 000, 000
srem 148
DATA000 , 000 , 000 , 000 , 000 , 000 , 000 , 000
srem 149
DATA004, 000, 000, 012, 000, 000, 028, 000
srem 167
DATA000,060,001,007,255,195,014, 127
srem 207
DATA25 5, 031, 255, 255, 127, 25 5, 2 55, 056
:rem 237
DATA1 27, 2 55, 003, 2 55, 195, 000, 000, 001
trem 206
DATA000,000,000,000,000,000,000,000
srem 154
DATA000, 000,000, 000, 000, 000, 000, 183
trem 167
DATA000, 000,000,000, 000, 000, 000,000
srem 147
DATA000, 000, 000, 000, 000, 000, 000, 000
trem 148
DATA032, 000, 000, 048, 000, 000, 056, 000
trem 177
DATA128,060,000, 195, 2 5 5, 224, 255,254
trem 225
DATA1 12, 255, 2 55, 248, 2 5 5, 255, 254, 255
trem 240
DATA254,028,195,25 5, 192,128,000,000
srem 223
DATA000 , 000 , 000 , 000 , 000 , 000 , 000 , 000
srem 153
DATA000, 000, 000, 000, 000, 000, 000, 183
srem 166
DATA000 , 000 , 000 , 000 , 000 , 000 , 000 , 000
: rem 155
DATA000, 000, 2 5 5,000,000,25 5,000,003
trem 183
DATA25 5, 192,000,085,000,000,089,000
srem 202
DATA000, 085, 064, 000, 090, 000, 000, 085
trem 194
DATA000,0fc}0, 2 5 5,000,003, 2 55,192,003
:rem 192
COMPUTE!'* Gazelle June 1964 185
105 3 DATA245, 080, 003, 25 5, 192,003,25 5, 192
srem 224
1054 DATA003, 2 55, 192,000, 000, 000,000, 000
:rem 179
105 5 DATA000, 000, 000, 000, 000, 000,000, 000
:rem 153
1056 DATA000, 000, 000, 000, 000, 000, 000, 000
srem 154
1057 DATA000,000, 2 55,000,000, 25 5,000,003
srem 182
1058 DATA2 55, 192, 000, 085, 000, 000, 10 1,000
:rem 195
1059 DAT A00 1,08 5, 000, 000, 165,000,000,085
:rem 196
1060 DATA000, 000, 2 5 5, 000, 003 ,2 55, 19 2,005
srem 193
1061 DATA095, 192,003,2 55,192,003,2 5 5,192
srem 230
1062 DATA003, 2 55, 192, 000,000, 000, 000, 000
:rem 178
1063 DATA000, 000, 000, 000, 000, 000, 000, 000
: rem 1 52
1064 DATA 256 srem 130
8000 PRINT" (nHcLRH 12 DOWN} ( RIGHT }LOADIN
G SPRITES AND MACHINE LANGUAGE17
s rem 87
8010 PRINT"! 10 RIGHT} {4 DOWN} PLEASE BE PA
TIENT. . . " :rem 96
9000 1=248*64 srem 129
9010 READ AsIF A=256 THEN 9100 srem 4
9020 POKE I,A;I=I+lsCK=CK+A:GOTO 9010
:rem 81
9100 IF CK<>19128 THEN PRINT"ERROR IN DAT
A (LINES 1000-1064) "sSTOP
:rem 38
rem 17 7
:rem 84
10000 I=49152:CK=0
10010 READ A; IF A=256 THEN 10100
10020 POKE I,A:I=I+l:CK=CK+A:GOTO 10010
: rem 161
10100 IF CK<>139243 THEN PRINT"ERROR IN D
ATA (LINES 49152-50346)"sSTOP
: rem 250
10200 RETURN :rem 211
49152 DATA 169,3,141,64,3,169 : rem 161
49158 DATA 7,141,21,208,169,217 : rem 5
49164 DATA 141,1,208,169,1,141 srem 198
49170 DATA 28,208,169,10,141,37 srem 0
49176 DATA 208,169,7,141,38,208 srem 13
49182 DATA 169,0,141,39,208,32 srem 207
49188 DATA 60,193,169,25,141,60 srem 10
49194 DATA 3,169,250,141,250,7 srem 207
49200 DATA 169,209,141,5,208,169 srem 53
49206 DATA 2,141,41,208,169,44 srem 202
49212 DATA 32,238,193,32,156,195 srem 55
49218 DATA 169,0,141,61,3,141 srem 148
49224 DATA 62,3,141,63,3,32 srem 45
49230 DATA 174, 195 , 32 , 141 , 196, 169 s rem 110
49236 DATA 32,141,71,3,169,0 srem 100
49242 DATA 141,72,3,173,60,3 :rem 97
49248 DATA 141,67,3,32,4,196 srem 112
49254 DATA 32,238,193,206,67,3 srem 213
49260 DATA 208,245,141,4,212,32 srem 244
49266 DATA 150,192,173,64,3,201 .-rem 254
49272 DATA 0,208,226,169,0,133 srem 201
49278 DATA 198,169,0,141,21,208 trem 9
49284 DATA 169,0,141,4,212,169 srem 208
49290 DATA 0,162,0,157,0,208 srem 94
49296 DATA 232,224,17,208,248,96 srem 66
49302 DATA 173,30,208,141,69,3 srem 200
49308 DATA 173,65,3,201,1,240 srem 145
49314 DATA 87,173,66,3,201,0 srem 103
49320 DATA 240,46,173,69,3,41 trem 154
49326 DATA 6, 201 , 6 , 20B, 11 , 169 srem 153
49332 DATA 117,32,31,195,32,179 srem 2
49338 DATA 194,76,46,193,173,2 srem 224
49344 DATA 208,201,225,208,3,76 srem 254
49350 DATA 37,193,206,2,208,173 srem 1
49356 DATA 2,208,201,255,208,5 srem 203
49362 DATA 169,0,141,16,208,96 srem 212
49 368 DATA 173,2,208,201,115,144 srem 46
49374 DATA 3,76,37,193,173,69 srem 178
49380 DATA 3,41,6,201,6,208 srem 47
49386 DATA 11,169,117,32,31,195 irem 7
49392 DATA 32,179,194,76,46,193 srem 25
49398 DATA 238,2,208,96,173,3 srem 173
49404 DATA 208,201,227,144,3,76 srem 252
49410 DATA 37,193,173,69,3,41 srem 161
49416 DATA 6,201,6,208,11,169 srem 153
49422 DATA 80,32,31,195,32,202 trem 196
49428 DATA 194,76,46,193,173,69 srem 29
49434 DATA 3,41,3,201,3,240 srem 37
49440 DATA 4,238,3,208,96,32 srem 109
49446 DATA 151,194,206,64,3,32 srem 208
49452 DATA 156,195,162,30,32,106 srem 49
49458 DATA 195,202,208,250,165,162
srem 157
49464 DATA 201,192,144,38,169,0 srem 4
49470 DATA 141,2,208,169,229,141 srem 51
49476 DATA 3,208,169,253,141,249 srem 64
49482 DATA 7,169,0,141,40,208 srem 156
49488 DATA 141,16,208,141,65,3 srem 210
49494 DATA 141,66,3,169,0,141 srem 159
49500 DATA 27,208,173,30,208,96 srem 2
49506 DATA 201,128,144,44,169,80 srem 53
49512 DATA 141,2,208,169,229,141 srem 48
49518 DATA 3,208,169,252,141,249 srem 60
49524 DATA 7,169,0,141,40,208 : rem 153
49530 DATA 169,2,141,16,208,169 srem 4
49536 DATA 0,141,65,3,169,1 srem 54
49542 DATA 141,66,3,169,0,141 srem 153
49548 DATA 27,208,173,30,208,96 srem 14
49554 DATA 201,64,144,44,169,139 srem 60
49560 DATA 141,2,208,169,100,141 srem 39
49566 DATA 3,208,169,251,141,249 srem 62
49572 DATA 7,169,6,141,40,208 srem 162
49578 DATA 169,0,141,16,208,169 srem 14
49584 DATA 1,141,65,3,169,0 srem 57
49590 DATA 141,66,3,169,2,141 srem 158
49596 DATA 27,208,173,30,208,96 srem 17
49602 DATA 169,218,141,2,208,169 srem 56
49608 DATA 100,141,3,208,169,251 srem 45
49614 DATA 141,249,7,169,6,141 srem 214
49620 DATA 40,208,169,0,141,16 srem 198
49626 DATA 208,169,1,141,65,3 srem 160
49632 DATA 169,1,141,66,3,169 srem 164
49638 DATA 2,141,27,208,173,30 srem 205
49644 DATA 208,96,201,44,208,17 srem 7
49650 DATA 169,132,141,0,208,169 srem 52
49656 DATA 255,141,248,7,32,227 srem 11
49662 DATA 194,32,112,195,96,201 srem 57
49668 DATA 46,208,17,169,212,141 srem 62
49674 DATA 0,208,169,254,141,248 srem 61
49680 DATA 7,32,227,194,32,112 srem 207
49686 DATA 195,96,201,32,208,113 srem 60
49692 DATA 173,68,3,201,0,208 srem 157
49698 DATA 115,173,70,3,201,0 srem 153
49704 DATA 208,108,173,65,3,201 srem 253
49710 DATA 0,240,38,169,2,141 srem 148
49716 DATA 41,208,169,209,141,5 srem 6
49722 DATA 208,169,250,141,250,7 srem 51
49728 DATA 173,0,208,201,132,208 srem 44
49734 DATA 8,169,138,141,4,208 srem 217
49740 DATA 76 , 132 , 194, 169 , 218, 141 s rem 112
186 COMPUTEI's Gazelle Jum; 198-4
49746
DATA
49752
DATA
49758
DATA
49764
DATA
49770
DATA
49776
DATA
49782
DATA
49788
DATA
49794
DATA
49800
DATA
49806
DATA
49812
DATA
49818
DATA
49824
DATA
49830
DATA
49836
DATA
49842
DATA
49648
DATA
49854
DATA
49860
DATA
49866
DATA
49872
DATA
49878
DATA
49884
DATA
49890
DATA
49896
DATA
49902
DATA
49908
DATA
49914
DATA
49920
DATA
49926
DATA
49932
DATA
49938
DATA
49944
DATA
49950
DATA
49956
DATA
49962
DATA
49968
DATA
49974
DATA
49980
DATA
49986
DATA
49992
DATA
49998
DATA
50004
DATA
50010
DATA
50016
DATA
50022
DATA
50028
DATA
50034
DATA
50040
DATA
50046
DATA
50052
DATA
50058
DATA
50064
DATA
50070
DATA
50076
DATA
50082
DATA
50088
DATA
50094
DATA
50100
DATA
50106
DATA
50112
DATA
50118
DATA
50124
DATA
50130
DATA
50136
DATA
50142
DATA
50148
DATA
50154
DATA
50160
DATA
50166
DATA
4,208,76,132,194,169 : rem 19
0,141,41,208,173,0 srem 145
208,201,132,208,18,169srem 109
127,141,4,208,169,230 : rem 55
141,5,208,169,249,141 : rem 59
250,7,76,132,194,169 : rem 22
232,141,4,208,169,230 :rem 52
141.5.208.169.248.141 : rem 67
250,7,32,1,195,169 : rem 170
200,141,68,3,96,201 : rem 198
95,208,5,169,0,141 : rem 164
64,3,96,32,141,196 : rem 165
169,33,141,4,212,162 :rem 2
255,142,1,212,142,37 srem 251
208,32,106,195,202,208 :rem 97
244,169,10,141,37,208 : rem 57
96,32,141,196,169,129 : rem 71
141.4.212.162.255.142 : rem 50
1,212,142,40,208,32 : rem 196
106,195,202,208,244,96:rem 110
32,141,196, 169, 129, 141:rem 116
4,212,162,0,142,1 :rem 94
212,142,40,208,32,106 :rem 48
195,232, 224, 50, 208, 242 irem 108
96,169,33,141,4,212 srem 216
162,15,142,1,212,32 trem 203
106,195,32,106,195,202 : rem 99
224,5,208,242,169,0 srem 211
141,4,212,32,106,195 srem 251
96,169,33,141,4,212 srem 210
162,5,142,1,212,32 :rem 148
106,195,32,106,195,232trem 105
224,20,208,242,169,0 trem 3
141,4,212,32,106,195 srem 254
96,248,24,109,61,3 :rem 168
141,61,3,169,0,109 :rem 161
62,3,141,62,3,169 : rem 112
0,109,63,3,141,63 :rem 111
3,216,32,174,195,56 : rem 222
173,62,3,237,71,3 srem 113
141,69,3,173,63,3 : rem 121
237,72,3,13,69,3 :rem 69
144,25,169,32,248,24 srem 22
109,71,3,141,71,3 srem 85
169,0,109,72,3,141 srem 136
72,3,216,238,64,3 : rem 97
32,156,195,96,160,0 : rem 197
200,208,253,96,169,0 :rem 250
141,41,208,173,0,208 : rem 236
201,132,208,16,169,248 :rem 87
141,250,7,169,127,141 srem 41
4,208,169,222,141,5 :rem 193
208,96,169,249,141,250:rem 109
7,169,232,141,4,208 :rem 199
169,222,141,5,208,96 :rem 252
162,0,160,35,24,32 :rem 139
240,255,173,64,3,24 : rem 197
105,48,32,210,255,96 :rem 0
162,0,160,6,32,240 :rem 137
255,173,63,3,41,240 srem 186
74,74,74,74,24,105 srem 154
48,32,210,255,173,63 srem 243
3,41,15,24,105,48 srem 91
32,210,255,173,62,3 srem 188
41,240,74,74,74,74 srem 150
24,105,48,32,210,255 srem 241
173,62,3,41,15,24 srem 89
105,48,32,210,255,173 srem 41
61,3,41,240,74,74 srem 96
74, 74,24, 105, 4B, 32 srem 149
210,255,173,61,3,41 srem 193
50172 DATA 15,24,105,48,32,210 srem 187
50178 DATA 255,96,32,16,196,72 srem 219
50184 DATA 32,71,196,32,125,196 srem 2
50190 DATA 104,96,32,228,255,201 srem 41
50196 DATA 0,208,3,76,70,196 srem 108
50202 DATA 201,133,208,7,169,25 srem 241
50208 DATA 141,60,3,169,133,201 srem 238
50214 DATA 134,208,7,169,18,141 srem 250
50220 DATA 60,3,169,134,201,135 srem 236
50226 DATA 208,7,169,13,141,60 srem 198
50232 DATA 3,169,135,201,136,208 srem 37
50238 DATA 7,169,9,141,60,3 srem 55
50244 DATA 169,136,96,173,68,3 srem 218
50250 DATA 240,5,206,68,3,240 srem 140
50256 DATA 21,173,70,3,201,0 srem 83
50262 DATA 240,3,206,70,3,162 srem 137
50268 DATA 90,202,208,253,169,0 srem 252
50274 DATA 141,4,212,96,173,4 srem 149
50280 DATA 208,201,0,240,5,169 srem 189
50286 DATA 0,141,4,208,32,112 srem 136
50292 DATA 195,169,255,141,70,3 srem 3
50298 DATA 76,81,196,173,141,2 srem 215
50304 DATA 41,1,201,1,208,6 srem 28
50310 DATA 32,16,196,76,125,196 srem 0
50316 DATA 96,162,0,169,0,157 srem 154
50322 DATA 0,212,232,224,25,208 srem 231
50328 DATA 248,169,15,141,24,212 srem 45
50334 DATA 169,16,141,5,212,169 srem 252
50340 DATA 240,141,6,212,169,100 srem 26
50346 DATA 141,0,212,96,256 srem 51
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In NC 919-275-9809
COMPUTEI's Gazette Junel984 187
Bug-Swatter:
Modilications And Corrections
• Reader Clifford Tener has discovered a
minor error in "Poker" (March). The VIC and 64
versions see an ace as a high card, which elimi-
nates the possibility of small straights (A-2-3-4-5).
To correct this, make the following changes:
2110 YY=0 : I FPT ( 4 ) -PT ( 3 ) =1THRNIFPT ( 3 ) -PT{ 2
)=1THENIFPT{ 2)-PT( 1 )=1THENYY=1
2115 IFYY=ITHENIF(PT(5)-PT(4)=l)OR(PT( 1)+
PT(5)-15=1)THENSS=1
• Program 4 of "How To Use Arrays" (Feb-
ruary) contains misplaced characters in 5180 and
5270. In each of these lines, replace the first double
quote with a number sign {#):
5180 INPUT#4,HW(N)
5270 PRINT* 1, "NAME", "SCORE"
• Program 4 of "Making Calendars" (April)
crashes when printing calendars for the years
following 2200 A.D. Readers who like to plan 200
years in advance should make the following
change to line 1247:
1247 IF(Y=2200ANDM0>3)OR(Y>2200)THEND1=D1
-1 sIFDl=0THENDl=7
• The Commodore 64 version of "React" (Feb-
ruary) runs as listed, but does not correctly read
the forward diagonals of the joystick. To fix it,
change line 640. JS(5) should be -41 and JS(9)
should be -39. Thanks to Paul T. Dawson for dis-
covering this error.
• Reader Scott Campbell finds it more conve-
nient to use the space bar rather than the M key
to represent zero in "Numeric Keypad" (April).
Pressing M with a thumb is rather awkward. To
make the switch, change the 77 in line 520 to 32
(64 version). <2f
COMPUTER'S Gazette
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188 COMPUTE !'s Gazette June 1984
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Codine In Vic-20 Basic
190 COMPUTEt's GozbIIo June 1984
DISK DUPLICATOR
FOR COMMODORE
SINGLE DISK DRIVES
DISK DUPLICATOR orovidos you a
last and easy way lo make back-up
copies rjl your precious, irreplaceable
diskelles. Enjoy the convenience ol a
dual disk drive without Ihe expense,
DISK DUPLICATOR is 1 00% MACHINE
LANGUAGE, 1 0G°b FAST, and most
imcortantly, 100% AFFORDABLE1
Don't let an accident or mistake
catch you without back-up copies of
all your diskettes. ORDER "DISK DU-
PLICATOR'" TODAY at Ihe special in-
troductory price of only S 1 4 95 post-
age paid (check or money order only
please).
J&H COMPUTERS DEPT. 123G
5056 NORTH 41 st STREET
MILWAUKEE, WISCONSIN 53209
PHONE (414) 461-9941
VIC-20
COMMODORE 64
THE RECIPE BOX
Now yc-u cart easily sicrs and recall your favorite
rtcpaa on your CommMloh& comfHJlflT THE HECIPE
OCX I* rj complete menu-drivon dith system thcl centre
wiih .ihoao additional f«*M«:
SEAHCH BY INQREDlEHT — Only tiauu i pound ol
rwrtburofir kl mo tremor? Lot THE RECIFE BOX
anew you an ihe rLt <»a mat you hav« on Ma that jmj
hdmb-jfijrar, or any altar uMyiKllxmt ycu chOCM
SEARCH BY CATEGOflY — Co* vour toapoi as to
CfCAkTau tuneh, sfw viaeks. e*e
SEARCH Bt CATECDRt INGREDJEHT - Any
coiTtoinaton or oi$ above
AUTOMATIC MEASUREMENT - THE HEClPE
BOX */>--\ auiorTiatically state up o* down Et\n rimount
of in^ri>d*onts you roed accoro**ng lo new mafly
wnrnnga you want
SCREEN OH PAINTED OUTPUT - Havo prmtod
copies to mo in (he Mchwi or (jive 10 lM»r»d».
THE RECIPE BOX raqur«J Oflq d'Hk dr-vo and will
run on a &K VlC-20. Commottoro 64 Plpnw apuclfy.
Send chuck or money order for i?i !)!? to
Aries Marketing Co.
P.O. Box 4196
4200 Shannon Drive
Baltimore, Md. 21205
Md. residents add 5% sales tax
PROFESSIONAL FOOTBALL
A Strategy Game For
Vk {- 16K & Commodore 64
Challenge the Commodore to a game
of real football! Over 130 play combi-
nations, full feature scoreboard and
total statistical summary. Computer sol-
lects its plays based on time, score,
down & distance, but watch out for
surprises! Try to stop the explosive 2
minute offense, or try winning a cliff-
hanger with time running out. Block
punts, fieldgoals, and force turnovers,
or be victimized by the aggressive de-
fense. No two games are ever alike!
$16.95 for cassette and playbook.
$19.95 for disk version.
CMS SOFTWARE
Box 4876 2&
^^ Topeka, KS 66604 ^^
(913) -267-5864
Visa, MC include Card #
Exp. Date and Signature
DLL
COMMODORE-64™
PUBLIC DOMAIN SOFTWARE
28 DISKS TO CHOOSE FROM
•GAMES .PERSONAL FINANCE
•ART-MUSIC .HOME APPLICATIONS
• UTILITIES • EDUCATIONAL
MUCH MORE
ORDER DEMO DISK FOR 8.95
AND RECEIVE "DISK-LOCATE'1 FREE
DISK-LOCATE STORES AND RETRIEVES
DIRECTORY INFO FROM OVER 150 DISKS
DISCOUNTS ON ALL POPULAR SOFTWARE
CATALOG SENT ON REQUEST
D&L COMPUTERS
7166 Gateshead, Canoga Pk,, Ca. 91307
(818)710-9874
PET1- COMMODORE
II
[PROM PROGRAMMER
64l- VIC-20'
DELUXE-INGLUDES:
■MftCH.LANG.MOHITOR
-mini - ASSEM/EOITflR
•FILE MANAGER $99.50-
tnr sottwarB davelopment &EPR0M coding.
PROGRAMS OVER 40 popular do vica
I y DOS Including 2Six and 27o series
up to 32 KBYTES ( I net. some EMypit).
■ EDU DRIVEN software runs all 3 CPU's
connects to USER PORT. L.I.F. socket Incl.
ECON0MY-2716-B4
raid.pgm.o vsr. ONLY
basic prograntmar-whin
oditlng&lila storage .__ cs„
ARE NOTneeded-LIF Incl. $59.50 ■
I PU.COMMOiDOrUSVMICJQiri Irtdlnrirkl ll Gli.lRC.
[215>Z5B-8fl33 DA^CO I215)2SB6933_
Box 267 Laderach. Pa. 19*50 ~
-'J ■+I2.shlj.SPa.ras.add6S
VIC 20 /COMMODORE 64
CRAZY CONVEYORS an ceding aclfln &*,*«: game w-n mutti coat sprees
Custom tfuratierain n c^eieni caws fi* fNiic*no. biuhs. tooers t*epcies.
rcutaio oufleys. moving conveyers and bonus co*r> BntBrianng sounu. fiigh
■ i'V -,vi! n full amines fll 1U cfumpicns. acton aause. start pay'dl
srivl ol vlli ifw loystcK Of kevlK*iii:i ruil' n? I.inouqe Al«l Screen
CfUtor 'u muirxl Ire ^mn 0;-^, ,(i|,i (i.ri,! L];^s la viMU. Y jrvnliW rjT/rcns
£ CRAZY COHVEYOR action Ir: n:Viliir .nil t.n.iilnni|i! rim rlOSl sMul [Una
Lisl Piico S:l') 9!i 1 'in: : 1 .-i:i i Our Pits foitfj
DUNGEONS and DEMONS ■: 'Ntln y.:i.i w.n cluf.fi li 'Hi twrjlrjui J oynqeori
Wlh 12 V.V. .I'M MXI 'lnrliv; [Vj tuft mill any nl my lady types o( iron ■
tttr* l.'ul and 'i,iL>::n',iMif(.>" I . i.:in'.sii'..|i| i|..lii l,.i superior ft&ipons and
.irrnv Ine uMirs^le yoii is ra reacn '■ ■ ■ ■ > ■ I .in level and Nnd ine
Gcttlfl DWir A-; ycur cruras lean you are
(HqwhI Ir* rjohon of savflg. to dB* your craracier .md Ins cosi'on in rne
dunoeCfl (**ne contains 3 dmensfllal rjraOhCS rurticdcr spies a~c
envent sound.
LS)PreeiW9i CcmraBe 6J (Osk) Our Free 5?t «j
OOOMWhTI-ahijnwDffisVj^KneoieoaviiiiJeoMQUltJonies 16
players: Match ycustt wOi fiends andia COWUme64 mHoeJorssso
ntnra n phrases and sounds
CcmmaWtWdlonD) 0wR«S169b
AOVENTUFtE ISLAND ■nrn|ii''ig advemire in""' ■ m arc sfiipvWKked on a
v.i I '-.i'i.i ■' ii .">.-. win an unberflfound i ompte" Escape .1 hosl cd teniryinq
1,'H.I.1-. Willi 'llf'.r V^VI'I' 'AH 'III' IJIllV it I'-'llVlHl I'.SfVTIKHI!'
1 'hi' •..,''.■ 0M(IHDl.VE+8KH)(0l Ourfree Sl69i
Ahu Av,i auk' IN Ui.ihtf
DISK DIRECTORY MANAGER LWdJi rt. HdhilJi SA'iii SIS'J;>
INVf S T M EN T PORT FOLIO MGR . CM 1 1 1 B 0 I W % 514%
llllNMfjNS i.nvj-nwre) VIC t >6K M 1 :' llli SI') W $14 95
RIDGE RUNNER riixejILXJ'X, Ml VICuMp (I or 0)519 95 S1495
PAK ALIEN [rrwtl 100% ML VICunip (l)or(D) 119.95 SM-95
BYTES and BITS
524 E. CaRterbury Lrt.
Phoenix. AZ £5022
(602) 942-1475
Specfy tap* a ask. vie or c-w
Check money rrter Of COO.
AM W 00 la pat Bar A fuming
Aoaeaul S3 00 la COO.
!%S22
V°U'1^revtews.Tne
Commodore
Los Ang*s. CA«
ONLY THE BRAVEST
DARE TO ENTER!! ARM
YOUR CHARACTER
WITH WEAPONS AND
MAGIC. THEN FIND
GOLD AND FIGHT
OGRES AND GAIN NEW
MAGICAL POWERS
- 3 D PERSPECTIVE
• SUPERB GRAPHICS
' COMPLEX BATTLES
■ LOTS OF M4G/C
* THOUSANDS OF
CAVES
COMMODORE M
Tl fi:i'4A (EXTENDED BASIC)
CASSETTE II9.BS DISK $21.85
DEALER INQUIRIES WELCOME
INSTRUCTIONS INCLUDED. To ardor send chsch
Of money order plus $1.50 shipplng/handling to:
American Software.
Design & Distribution Co.
PO.Box2'S6Dept.G.6
Cottage Grove, MN 55016
CONVERSE WITH
YOUR COMPUTER
AT^ASTI A FULL IMPLEMENTATtON of ihFj-nnginal ELIZA pro-
gram is nowavELil^blfj lo run on your Commodore' fl4l
CrefUBdflt WIT In 1840, ELIZA has bucoma [ho world's monif, cele-
braiarJ aftilrcml" tniuiritjjonco d«rncMTiir'nEioni p rt>g«"arri. EuZA is a r»Of>
diwcuvo psychotri(iriiijii*i who arifliy/trsumch Mntomonl na you 1ypfl
Hm and tnen rcipofldjwilh hi?r cwn cwnrnnnl of gLrtstion- arid Unf
c-a marks -ira often amajlngly Apprnpruie'
Ofrsigrred !o run on a i«vg* m ai nirnmo. E L1ZA hii nfrvw oerora ba»n
*vai lablft Et> purs-Ofim COtTpuloF uiSITK 6iC«p[ T> greatly sErippqcl
oawn waiorn facKing the i&ptiiUHcariori which made trre orginaf
program BO faK.fl atmfl
New OL;r new Commodor* e-i v*ra>an possfl'S-iinQ Jie FULL po»er
andrar^crfeinrcsstortcrfiri«o*ls|1riair5.ti#:n- --'-'.- ^ .-.---> ---_:.
ductory price tfcnryKS Arn3rfyx^*anMoFitidOLirKrws,nedq<es
j (or Ee-Etth Jier to do mort) wr* wnir^nciud* ihs toTpve 50UBCE
P HO CHAM *o' OhJy $MadtJfIhOni1
Orfl&T ycu r copy of ELIZA itHfay and you'l-fiewr aijaiiTwoo-idflrhow
to respond whnVi you h»a r iorrHMxiir ijiy, "Oh-uy, iffl'isa* whallhis
comouia-r o< youmctn ncEuAllydoi"
ELIZA IS AVAILABLE IN THE FOLLOWfNG FORMATS:
(FJ,ii.nnn ipocify Disk or CAsa^lia)
T Prc-iocfod Venion $2s
(PiottCttd \Asr-sion can bu run uui no? imterJo-r morJITied}
?. Un -prelected ConnrworJorR 04 BASIC Source Version. . $45
(Source V&raion can be fialod and modified as well as run)
Haiti versionj include a in page usur manual.
Please add 33 .DO s,hipj).ng and handfing to all ord&rs
(Calitdrni^ rcs-dtrM* piM» add 6^>j sa'es tax}
AFTTIFICIAL INTELLIGENCE RESEARCH GROUP
9?t Norn LflJtll\iAvon'U(f. Dept G
^■1 LosAn-cji*lB5.CA900Ji-6
T5!j <2131W6-?3M (?1 3(054 22t*
l^^» MC. VISA aia cn-oc"» »ccerj|*d
THE REUNION"
(Brings the Commodore family together again)
JUST RELEASED! VIC 20/C64
"THE REUNION" simultaneously interfaces your "VIC
20 and 'CIM (including "Dfllasetla. moilam, «tc ) lo
your disk drive and/or printer providing 2 computer
syatemi. Usu eithor mslantiy
•Simply sbIbci "WC 20" or "C-64" on -'THE RE-
UNION" and slate ol the art design permits instant
operation ol selected system with modem, expansion,
eic.
SAVE and LOAD VIC and C/64 programs on same disk
or tapo. Ends switching disk/tape and cables.
"Simpla two minute Installation. Full year warranty.
Model A- Interfaces VIC 20/C-64/disk/printer. Model la-
in tor faces VIC 20fC-64 and Datasetle.
Special ntroduclory price - S29.9S ea. (U.S. S)
Please add $200 for shipping (Canadian: $4.00)
Florida resident 5% lax. Send check or money order
to- HyTeert
P.O. Bon 466
Bay Pines. FL 3J504
•Reg TM of Commodore Bus Mach.
HyTech
FREE GAME FOR
YOUR COMMODORE (54
That's right! H you'll help cover shipping costs.
KIDware will s*nd you a *r*e game along with our
lattst orogram Brochure. The cassette -based
game, FOUR-IN-A-ROWp lets 2 oiayers compete
*t trying to line up four pieces on a playing grid.
Its fun for the whole family1
KIDware specializes in k7.D-onented software
Cassettes and Disks! for the Commodore 64. We
offer a wide range of fun. educational programs
for- kids 1 - 16 years c^ age. with emphasis in the
younger years. Our orices are the lowest and
Our quality and service the best— you oet same
day shipping on all orders'
To receive your game tape and program brochure,
send H.50 (for shipping! to k'lDware. If you
only want a brochure, simply write and as".
[13CEt*vflre
p.o. box 1664
Idaho/alls,
Idaho 83401
ATTENTION C-64 DISK USERS
ORGANIZE NOW!
WITH THE
MASTER-DIRECTORY
SUPPORT SYSTEM
Willi MDSSyoucanorganijevouraiSkfilKonto
1 master rJrat.MaintainMrtea mast er -a i r ec tor ies
of your files categorized Dy Du;me«. education,
recreation or any otner category you choose.
Print single or multiple copies of master-
directory listings, disk jacket indexes or individual
disk laDeis. MDSS can locate your "lost" disk files
tool
MDSS is fully menu driven and very user -friendly,
includes an easy to foiftw instruction manual
DeouiresC-64anoi540or lS4ldisi(Orive Printer
ootional
Send cneck or money order for '16.95 to.
SUNSHINE SOFTWARE
P.O. BOX 851
DEARBORN. MICHIGAN 48120
MICHIGAN RESIDENTS ADD 4% SALES TAX
PROTO-64
The tmlv prototyping board for
the COMMODORE 64™
1 L'hijc. dirt- illy iriin iht- f\paii>ion pon
1 'I'l rtuiiatt^ - i2 j)t-r stdc
« A QO Mi.ii sjiaicjrifr pad per hok'
ORI>ER NOW
INTRODUCTORY OFFER
:iMilljhk- in mu sizes
4.)*«4" .... S12.95
(i.V-».S- . . . S1B.9S
i'-i .. . tr. ,:. in. ,il. ..! Add Sl.im .hlppliiK
("flmrfuMiiWT i.lf\lmnh* UcL c:i> fr*. 31M (>% til
Boreas Products
P.O. Bon 16961
Co. SprinKS, to. S09JS
(303) 593-1274
I i>(.nlvr Inquiries tnrrncd
COMMODORE 64
DISKMIMIC5TU @ $49.95
* Backs up virtually all existing disks for
Com modem 64", ocludrng COPY PROTECTED
versions- ALL AUTOMATICALLY.
■ Supports ono/two 1541* Drives,
* Don't be wiihoui back-up.
DISKMIMIC @ $24.95
• Back-up your Commodore 64" programs
with SAVE YOUR DRIVE disk formatter.
• Hi-speed, Hi-bulfer(190 Blocks).
• Extends lite ol 1541" Drive.
* Single drive back-up.
" Selects tracks or backs up entire disk.
FAST • FAST • FAST
SPECIAL PACKAGE
□likmlmlc- ft Dlskmlmlc 5- <° $64.95
A.i D. Corp.
4020 Hempstoad Turnpike
Bethpage, New York 11714
1516)731-7100
Diskmlrnlc" & DlskmlmicS" Is a trademark of
Al D. Corporation
Commodore 64" & 1641" Is a trademark ol
Commodore Electronics Ltd.
ADVERTISERS INDEX
Reader Service Number/Advertiser Page
102 Aordvark Action Software 139
1 03 Academy Software t . . . . 36
104 Access Software tnc. . 40,41
105 Advanced Ideas 19
AID. Corp 191
106 American Software Design &
Distribution Co 191
Aries Marketing Co 190
107 Artificial Intelligence Research Group
191
Assembly Technology 147
Atari, Inc 27
108 Avalon Hill Game Company 7
109 Batteries Included 39
1 10 Batteries Included 93
Big Bytes 142
The Book Company 191
Boreas Products 191
Boston Educational Computing, Inc.
1 1 7
Brantford Educational Services .. 122
Bylosand Bits 191
111 Bytes & Pieces, Inc 115
112 Cadmean Corp 134
CapilalComp, inc 65
113Cardco,!nc IBC
Century Micro Products 73
Cheatsheet Products 1 89
Chromazone Software 190
Cineman Syndicate 189
Ctaneware 1 89
CMS Software 190
Columbia Software 118
Commodore Computers BC
CompuServe 62
114 CompuServe 63
Computer Mail Order 1 43
llSComputerMal 122
Computer Place 1 04
116 Continental Software 45
117Covoxlnc 189
Creative Software 4
1 18 davidson & associates .......... 69
Datasoft, Inc 2,3
Dazco 190
Dennison 29
dilithium Press , 25
1 19 Diversified Manufacturing 147
D& L Computers 190
Dow Jones News/Retrieval 101
120 Eastern House 113
121 Eastern House 116
122Educomp 132
Reader ServlceNum ber/Ad vert Is er Pa g e
Elcomp Publishing, Inc 87
Electronic Arts 43
Electronic Arts 51
Epyx . 53
Epyx 55
French Silk 14
123 Futurehouse - 75
Genesis Computer Corporation .. 141
124GOSUBof Slidelljnc 137
125 Handic Software Inc 15
HyTech 191
INMAC 129
Jamestown Software 149
Jason-Ranheim 134
126J&HCompulers 190
John Henry Software 142
John Wiley & Sons, Inc 126
Joy of Programming 190
KIDware 191
Kiwisoft Programs , , 147
127 Lynn Computer Service 1 04
Melaphase Software 24
128MFJ Enterprises Incorporated ... 101
129MicroProse Software 85
130 Micro Sci Corp 65
1 31 Micro Scr Corp 67
Micro Software International, Inc. . 119
132 Micro Wore 48
133 Micro Wore 73
Micro World Electronics, Inc 1 03
134 Micro Worx 131
135 Mirage Concepts, Inc 17
136 Oakwood Compuler Products .... 67
Ohio Computer Services, Inc 77
137 Orange Micro Inc 91
138 Orbyte Software 37
139 Osiris 189
140 Panther Computer Corporation .. 1FC
Parallel Syslcms 60
Parsec Research 97
141 PB Systems 147
142 PC Gallery 134
143 Precision Software, Inc 1
Prentice-Hall 35
144 Professional Software, Inc 9
Pro-Line Software 95
145ProtcctoEntcrprizes 106,107
146 Protecto EnterprizBs 108,109
147ProtecloEnlerprizes 110,111
148 Public Domain, Inc 190
Quicksilva Inc 61
Rcslon Computer Group 13
149 Richvale Telecommunications .... 71
Reader Service Number/Advertiser Page
150 Rockwore Data 113
Scarborough Systems, Inc 11
Sierra On-Line, Inc. . 79
151 The 64 Club 147
152 SJB Distributors Inc 142
SJB Distributors Inc 145
SM Software Inc . 56
SM Software Inc 56
153Soflextlnc 30,31
154Sofl-Guide 188
Sofllaw Corporation 105
155 SoflPooplc Inc 47
156 Software Discounters of America . 103
Software Marketing Service ..... 1 89
Software Masters 117
Software Plus 149
157 Software Shopper 149
158 Software Warehouse Outlet 145
159 Spectrum Software 190
Spinnaker 21
Spinnaker 23
Starpoint Software 97
160 subLOGIC Corporation 57
161 Such A Deal . 121
Sunshine Software 191
162 Susie Software 188
Synergy Software, Inc 96
163 Systems Management Associates . 99
164 Systems Management Associates . 123
1 65 Tenex Compuler Marketing Systems
83
3G Company, Inc 60
166 Timeworks, Inc 89
1 67 Totl Software, Inc. 1 32
Tussey Mountain Software 1 49
Tymac Incorporated 59
Ullrabyte 128
VIN Systems (U.S.A.) 147
Virginia Micro Systems 1 45
York 10 HI
COMPUTE! Books 80,81
COMPUTED GAZETTE Disk 33
COMPUTERS GAZETTE Subscriber
Services 187
COMPUTED GAZETTE Subscription . 49
192 COMPUTE!'; Gazelle June 1984
"Commodore-ready11,
and ready for you NOW!
"Cardcorder" DC/1 , Data Cassette Recorder/Player
Introducing the "CARDCORDER", Model
DC/1 , the Computer Cassette that is
. "Commodore-ready," designed for storage
and retrieval of computer data efficiently,
economically; with consistent performance. Yet,
y this fine CARDCO product is priced lower than
any similar product with special quality features.
! Includes standard connector which is
; "Commodore-ready"; LED "save" indicator light
which confirms data recording on to the tape;
handles up to 120 minutes (60 minutes on each
side) of any standard tape including existing
pre-recorded commercial as well as personal
data tapes intended for use with Commodore
Personal Computers; ready to go . . . just plug it
in and record efficiently.
CARDCO's "CARDCORDER" COMPUTER
CASSETTE is a quality data cassette recorder/
player in an attractive polystyrene case, with all
the standard cassette functions:
record . . . play . . . rewind . . . fast forward . . .
stop and eject . . . pause. A solid-state
designed product of the finest components with
auto- stop.
The "CARDCORDER" DC/1 carries a 90 day
warranty to original owners.
All CARDCO products are available at your local
dealers.
gp;
«(•[«•
3Mathewsctfi Wichita, Kansas 67214 (316)267-6525
I's largest mantif octurer of Commodore accessories."
Coinrrextae- Is o toQidmd hodwnorti otCammoaota BmtneM SyJIemi. Inc.
Commodore Software-
The Best Game in Town.
. .Take on the world, toughen up your trigger finger and fire away. . .
Commodore is the best computer
value in town... at home, at school
and at work.., with our exciting,
easy to use, inexpensive VIC 20 and
C64 computers.
We're tast becoming the best game
in town when it comes to entertainment
(or the whole family... and at afford-
able prices.
THE BEST ARCADE IN TOWN
can be in your own home with our
exciting, laithfuf reproductions of the
best of Bally Midway arcade games.
Our Kickman, (which just received
a coveted "Electronic Games"
award for an arcade translation)
lets you steer the unicycle to catch
the failing objects, as they fall quicker
and quicker!!
Gorf, Lazarinn. nnd Omega Race
give you the best in classic space
action against the one-eyed leviathon,
the droids or the evil Empire.
In The Wizard of Woryou attempt
to defeat the Wizard and the Warriors.
fighting your way through to the end.
With the new Commodore "MAGIC
VOICE". . . It talks back to you too!!
You commandeer the fleet at sea with
our version of Seawolf, and become the
master tactician as you battle "it out"
with enemy fleet.
Clowns and Blueprint round out
our arcade entertainment package to
keep your fingers nimble and your
mind in gear.
C~ commodore
COMPUTERS
First In Quality Software
See your local dealer now. .. He's got the best game in town. .. just for you.